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2024-03-28T19:12:19Z
User contributions
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http://wiki.armagetronad.org/index.php?title=Tronny&diff=63603
Tronny
2024-02-10T22:30:44Z
<p>Sinewav: /* Awards By Year */ Added 2023</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sinewav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
No one remembers the 2021 Tronnies.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced. Sinewav was so inspired he [https://forums3.armagetronad.net/viewtopic.php?t=40693 3D printed his own] Tronny even though he didn't win, which is basically fraud if you think about it. We don't give out awards for the runner-up.<br />
<br />
=Awards By Year=<br />
==2023==<br />
{| class="wikitable"<br />
!Tronny<br />
!winner<br />
|-<br />
| Button Masher || Andrei<br />
|-<br />
| High Rubber Player || Daya<br />
|-<br />
| Rubber? I Hardly Know Her || AshitakA<br />
|-<br />
| ~*Speeder*~ || Thxmp<br />
|-<br />
| Brake Happy|| Hades<br />
|-<br />
| Brake Not Bound || Mikemacx<br />
|-<br />
| Lone Ranger || Xobsile<br />
|-<br />
| Surrounded || Jam<br />
|-<br />
| Clutch or Kick || koala<br />
|-<br />
| Barber || Ninja Potato<br />
|-<br />
| Conqueror || Ampz<br />
|-<br />
| Going Up || Ninja Potato<br />
|-<br />
| 3rd Sweeper || AshitakA<br />
|-<br />
| Wanderer || Eskimo<br />
|-<br />
| In the Zone || olive<br />
|-<br />
| Free Points Collector || Ampz<br />
|-<br />
| Point Printer || Ampz<br />
|-<br />
| Point Donator || subliminal<br />
|-<br />
| Come in My Hole! || eeZ<br />
|-<br />
| Crevice Crusader || Ampz<br />
|-<br />
| Center Slayer || Gazelle<br />
|-<br />
| Center Sender || stereo<br />
|-<br />
| Early Center || doov<br />
|-<br />
| Late Center || Wind<br />
|-<br />
| Uncuttable || Wind<br />
|-<br />
| Zone Saver || Wind<br />
|-<br />
| Hidden Hermit || orly<br />
|-<br />
| Brittle Bastion || Nanu<br />
|-<br />
| #1 Sub || Nelg<br />
|-<br />
| Smoke Break || pizza<br />
|-<br />
| LMAO || N<br />
|-<br />
| Serious Gamer || Ampz<br />
|-<br />
| Points in a Match || Nelg<br />
|-<br />
| Points in a Round || Jam, pizza<br />
|-<br />
| Kills in a Match || Nanu, Ampz<br />
|-<br />
| Kills in a Round || Wind, dani, Nanu, Ampz, Johnny<br />
|-<br />
| Deaths in a Match || subliminal, Eskimo<br />
|-<br />
| Center Success in a Match || Gazelle<br />
|-<br />
| Cuts in a Match || Ninja Potato<br />
|-<br />
| Top Speed || Ampz<br />
|}<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
{| class="wikitable"<br />
!Tronny<br />
!description<br />
!winner<br />
!runner-up<br />
!honerable mention<br />
|-<br />
|MVP || Not the hero we deserve, but the hero we need. || deso || Z-man || cadi<br />
|-<br />
|Drama llama || What came first, the drama or the llama? || wolf || over || ladle 130<br />
|-<br />
|Needs rehab || Grid addict || N || tonymaNz ||<br />
|-<br />
|Redemption Arc || Literally Vegeta || magi || wind ||<br />
|-<br />
|Dankest memer || SCHPLORFED || magi || schplorf ||<br />
|-<br />
|Funniest || Makes you F4 || ashi || magi ||<br />
|-<br />
|Most LOL!'s per minute || Spams F4 || NoBrain || apple || wolf<br />
|-<br />
|Best instant chat || Only idiots keep their instant chats at default values. || hello gamer :3 || LOL! || #worthit<br />
|-<br />
|Badmin || Literally Hitler || olive || magi || nelg<br />
|-<br />
|Unintended custody || Our surrogate parent/mod || sine || deli || pdbq <br />
|-<br />
|Most impressive unimpressive player || It's super effective! || nelg || stephen || shauma<br />
|-<br />
|Most unimpressive impressive player || It's not very effective! || koala || johnny || ppotter<br />
|-<br />
|Eyegauger || Ugliest turns || raph || andrei || xdude, drag, snip<br />
|-<br />
|Esoteric etch-a-sketch || Visual ASMR || noodles || olive || N<br />
|-<br />
|Golden voice || Regular ASMR || Syllabear || Screally || vov, dray<br />
|-<br />
|Wingman || Best attacker || jeri || vov ||<br />
|-<br />
|Gatekeeper || Best sweeper || wolf || ampz || olive<br />
|-<br />
|Rock solid || Best defender || wind || andrei || ampz<br />
|-<br />
|Follow the Garibahn! || Best center || dgm || deso || megan<br />
|-<br />
|Captain || Favourite team captain || thump || wolf || johnny<br />
|-<br />
|Snip Snap || Cleanest cuts || ampz || vov ||<br />
|-<br />
|Zoomer || Fastest || olive || magi || nanu<br />
|-<br />
|Boomer || Shares 9gag memes || raph || sine ||<br />
|-<br />
|Doomer || Just looked up || g5 || jam || <br />
|-<br />
|Clutch king || Look at the cleanse, look at the moves! || olive || ampz || jeri<br />
|-<br />
|Freestyler || Does not do this or do that. || ashi || lueur || N<br />
|-<br />
|Innovator || Changed the meta || ampz+wolf sweep || nanu grinds ||<br />
|-<br />
|Slippery gypsy || Won't be caught by regular Pokeballs. || dgm || wolf || <br />
|-<br />
|Spiteful digger || Audibly curses while spending rubber || force || thump ||<br />
|-<br />
|Trainee || Most improved || wind || nelg || shauma, sine, pdbq, thump<br />
|-<br />
|So you think you can maze? || Cleanest mazer || noodles || apple || ampz<br />
|-<br />
|Hello gamer :3 || The cunt that makes you glance || olive || nanu || force<br />
|-<br />
|Cucklord || Cucks your win while going last || andrei || nanu || stereo<br />
|-<br />
|Tunnel rat || Kwisatz Haderach || jam || magi || nate<br />
|-<br />
|PT king || Certified outside corner grinder || magi || stephen || vov<br />
|-<br />
|Disconnected || Needs a sub || stereo || ghostly || noodles<br />
|}<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest|| raph ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=File:2021-tronny-awards.png&diff=63602
File:2021-tronny-awards.png
2024-02-10T22:11:20Z
<p>Sinewav: Screenshot of spreadsheet used for the 2021 Tronny Awards</p>
<hr />
<div>== Summary ==<br />
Screenshot of spreadsheet used for the 2021 Tronny Awards</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63601
Tronny
2024-02-10T21:56:29Z
<p>Sinewav: /* 2021 */ Converted image to table</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sinewav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
No one remembers the 2021 Tronnies.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced. Sinewav was so inspired he [https://forums3.armagetronad.net/viewtopic.php?t=40693 3D printed his own] Tronny even though he didn't win, which is basically fraud if you think about it. We don't give out awards for the runner-up.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
{| class="wikitable"<br />
!Tronny<br />
!description<br />
!winner<br />
!runner-up<br />
!honerable mention<br />
|-<br />
|MVP || Not the hero we deserve, but the hero we need. || deso || Z-man || cadi<br />
|-<br />
|Drama llama || What came first, the drama or the llama? || wolf || over || ladle 130<br />
|-<br />
|Needs rehab || Grid addict || N || tonymaNz ||<br />
|-<br />
|Redemption Arc || Literally Vegeta || magi || wind ||<br />
|-<br />
|Dankest memer || SCHPLORFED || magi || schplorf ||<br />
|-<br />
|Funniest || Makes you F4 || ashi || magi ||<br />
|-<br />
|Most LOL!'s per minute || Spams F4 || NoBrain || apple || wolf<br />
|-<br />
|Best instant chat || Only idiots keep their instant chats at default values. || hello gamer :3 || LOL! || #worthit<br />
|-<br />
|Badmin || Literally Hitler || olive || magi || nelg<br />
|-<br />
|Unintended custody || Our surrogate parent/mod || sine || deli || pdbq <br />
|-<br />
|Most impressive unimpressive player || It's super effective! || nelg || stephen || shauma<br />
|-<br />
|Most unimpressive impressive player || It's not very effective! || koala || johnny || ppotter<br />
|-<br />
|Eyegauger || Ugliest turns || raph || andrei || xdude, drag, snip<br />
|-<br />
|Esoteric etch-a-sketch || Visual ASMR || noodles || olive || N<br />
|-<br />
|Golden voice || Regular ASMR || Syllabear || Screally || vov, dray<br />
|-<br />
|Wingman || Best attacker || jeri || vov ||<br />
|-<br />
|Gatekeeper || Best sweeper || wolf || ampz || olive<br />
|-<br />
|Rock solid || Best defender || wind || andrei || ampz<br />
|-<br />
|Follow the Garibahn! || Best center || dgm || deso || megan<br />
|-<br />
|Captain || Favourite team captain || thump || wolf || johnny<br />
|-<br />
|Snip Snap || Cleanest cuts || ampz || vov ||<br />
|-<br />
|Zoomer || Fastest || olive || magi || nanu<br />
|-<br />
|Boomer || Shares 9gag memes || raph || sine ||<br />
|-<br />
|Doomer || Just looked up || g5 || jam || <br />
|-<br />
|Clutch king || Look at the cleanse, look at the moves! || olive || ampz || jeri<br />
|-<br />
|Freestyler || Does not do this or do that. || ashi || lueur || N<br />
|-<br />
|Innovator || Changed the meta || ampz+wolf sweep || nanu grinds ||<br />
|-<br />
|Slippery gypsy || Won't be caught by regular Pokeballs. || dgm || wolf || <br />
|-<br />
|Spiteful digger || Audibly curses while spending rubber || force || thump ||<br />
|-<br />
|Trainee || Most improved || wind || nelg || shauma, sine, pdbq, thump<br />
|-<br />
|So you think you can maze? || Cleanest mazer || noodles || apple || ampz<br />
|-<br />
|Hello gamer :3 || The cunt that makes you glance || olive || nanu || force<br />
|-<br />
|Cucklord || Cucks your win while going last || andrei || nanu || stereo<br />
|-<br />
|Tunnel rat || Kwisatz Haderach || jam || magi || nate<br />
|-<br />
|PT king || Certified outside corner grinder || magi || stephen || vov<br />
|-<br />
|Disconnected || Needs a sub || stereo || ghostly || noodles<br />
|}<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest|| raph ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63600
Tronny
2024-02-10T21:08:05Z
<p>Sinewav: /* 2011 */ fixed formatting error</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sinewav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
No one remembers the 2021 Tronnies.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced. Sinewav was so inspired he [https://forums3.armagetronad.net/viewtopic.php?t=40693 3D printed his own] Tronny even though he didn't win, which is basically fraud if you think about it. We don't give out awards for the runner-up.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest|| raph ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63599
Tronny
2024-02-10T20:59:05Z
<p>Sinewav: /* History */ forgot about 2021</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sinewav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
No one remembers the 2021 Tronnies.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced. Sinewav was so inspired he [https://forums3.armagetronad.net/viewtopic.php?t=40693 3D printed his own] Tronny even though he didn't win, which is basically fraud if you think about it. We don't give out awards for the runner-up.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest: raph || ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63598
Tronny
2024-02-10T20:57:29Z
<p>Sinewav: /* History */</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sinewav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced. Sinewav was so inspired he [https://forums3.armagetronad.net/viewtopic.php?t=40693 3D printed his own] Tronny even though he didn't win, which is basically fraud if you think about it. We don't give out awards for the runner-up.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest: raph || ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63597
Tronny
2024-02-10T20:54:31Z
<p>Sinewav: /* History */ Added history for 2020 and 2023</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
After a long break of inactivity the community was revived in 2020 and those [https://forums3.armagetronad.net/viewtopic.php?p=315950&hilit=tronny#p315950 Tronnies] went well. Player Olive utilized and Google spreadsheet and sine.wav collected the votes through a webpage form as was done in the past. A lot of the discussion happened in the official Discord server.<br />
<br />
We all forgot about Tronnies until player Nanu spontaneously handed out a bunch for 2023 based on [http://tron.bwildprod.com:6578/pages/year-review stats] from his #pickup server. Everyone rejoiced.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest: raph || ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Tronny&diff=63596
Tronny
2024-02-10T20:44:45Z
<p>Sinewav: /* Tronny Awards Procedure */ updated to reflect the current state of Tronnys</p>
<hr />
<div>A Tronny is an award given to community members for outstanding achievement, lack of achievement, or doing nothing at all. The Tronny Awards are held annually at the end of ever year, or at least they are supposed to be. It is a very sketchy tradition. Ideally the awards will be given out over the holidays, sometime around Christmas or New Years.<br />
<br />
=Tronny Awards Procedure=<br />
The former procedure involved the entire community in a fully open and transparent fashion. All that was required was a single Tronny enthusiast with good organizational skills, time, and the dedication to make the event happen. These days someone just gets a few people together in private and creates the awards. In 2023, Tronnys were based on #Pickup stats. <br />
<br />
==Discussion==<br />
'''The Old Method:''' A self-appointed Tronny MC will start a clearly labeled discussion thread. Using a title such as "20XX Tronny Categories and Nominees | OPEN" is a good start. This tells the community "Hey, it's Tronny time! Let's talk about what categories we should have and who should be nominated." If everyone is paying attention the discussion will be fruitful. The Tronny MC should create the discussion thread well in advance of the actual Tronny Awards ceremony and a few weeks before the voting starts. Starting the discussion sometime in November is good. This allows enough people to see the thread and respond with their thoughtful, creative suggestions. The MC should clearly state when the discussion ends and when voting begins. Also, they should remind the community to follow these helpful guidelines:<br />
<br />
* Limit your nominees to one deserving person per category. If two tronners are submitted for a single category only the first should be counted.<br />
<br />
* Do not submit categories without nominees. If a new category is created make sure it meets the following criteria:<br />
<br />
** The category should not be redundant or too similar to an existing category. We don't need a category for "best cutter in Fort" when cutting itself is a prerequisite of being a good attacker.<br />
<br />
** The category should not be vulgar, racist, or sexist. Be creative and fun with your categories and try not to me mean.<br />
<br />
* Only categories with more than one nominee will make it on the ballot. Be thoughtful when making a category and choose one that will easily fit more than one nominee. For example "best project god" is too narrow and can only have Z-Man as a nominee (and winner).<br />
<br />
* When picking categories and nominees, think about the whole community. Armagetron is more than just Fort/Sumo and Clans.<br />
<br />
''Community members can nominate themselves. Why the hell not? It's a Tronny, not an elected office.'' The MC might start the thread with his own categories and nominees and perhaps provide a template with popular categories to copy and paste. When the time for discussion ends, the MC should thank the community and label the thread closed. The categories and nominees must be gathered from the discussion and presented in a well-organized, legible ballot. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23415 ideal Tronny Discussion Thread] as an example.<br />
<br />
==Voting==<br />
Like the discussion thread, the Voting Thread should be started well before the Tronny winners are announced. Early in December is a good time to start a vote. The voting portion of the Tronnies requires much time and organization by the MC. This is because transparency must be maintained while protecting the secrecy of the votes. To avoid accusations of fraud or favoritism the MC much show there are no more votes than voters and each voter must be able to verify their vote. This is accomplished with voting receipts. The process is as follows:<br />
<br />
# Voters PM the completed ballot to the MC.<br />
# Voters must also post in the voting thread to confirm their vote has been placed.<br />
# The MC records their vote and gives them a receipt in the form of some random alpha/numeric identifier.<br />
# The MC must keep track of the votes and receipts.<br />
# After the vote is completed and winners announced, the vote tally and receipts should be released to the community.<br />
<br />
The MC should disregard ballots with new categories and nominees. ''Also, nominees can vote for themselves (for the same reason they can nominate themselves).'' In case of a tie, winners will share the award. Tronnies are awards given for recognition. It is not a competition. Here is an [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23444 ideal Tronny Voting Thread] with ballot.<br />
<br />
=History=<br />
[[File:Tronny.png|thumb|So Majesty! Very angles!]]<br />
The Tronnys originated in 2010 with the player ''apparition'', assisted by ''Woned'', ''Desolate'', and an unknown number of other players. The forthcoming awards were announced on December 31st to be decided by a secret committee and the winners revealed sometime later. <blockquote>"These fortress/sumo community awards, or Tronnies, are based on the entire year of 2010, no earlier and no later."[http://forums3.armagetronad.net/viewtopic.php?p=237464#p237464 ~apparition]</blockquote> As owned explained a few posts later, the secret committee was comprised of members of the active Fort/Sumo Clans/Teams and categories/nominations were limited to this range due to the fact the committee didn't know much outside of it. The first Tronnies were generally well received with a small handful of community members feeling a little turned off due to it being secret, narrow, and in some cases, mean spirited.<br />
<br />
The following year's Tronnies did not fare nearly as well as the first. The secret committee did not have the same enthusiasm for the project and nominees were not announced until nearly a month after the categories. Instead of adding suspense, the delay [http://forums3.armagetronad.net/viewtopic.php?p=259484#p259484 caused the novelty to wear off]. Others lamented [http://forums3.armagetronad.net/viewtopic.php?p=259609#p259609 the lack of diversity and bias]. Community members deeply questioned the methods. Committee members appeared to fight among themselves. Everything was generally hostile, which further damaged interest in the Tronny Awards. Still, after the winners where announced there was much rejoicing.<br />
<br />
Tronnies in 2012 were an abject failure. After receiving harsh criticism of the 2011 awards, apparition opened the Tronny selection process to the public. However, interest was at an all time low and participation was slight at best. Apparition disappeared from the thread (and the game) leaving the Tronnies abandoned. While the 2012 Tronies started on time, [http://forums3.armagetronad.net/viewtopic.php?p=272968#p272968 two months past] without a single award given. On July 31st of 2013, orion tallied up the votes and revealed the winners. No one seemed all to excited about their awards except for chrisd who is excited about everything (so that doesn't really count, right?). A few days later, Soul [http://forums3.armagetronad.net/viewtopic.php?p=278451#p278451 announced he would take over] the Tronny Awards and run it with a secret committee. But this was proven to be easier said than done.<br />
<br />
The 2013 Tronnies [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23409 started with all the grace] of a category 4 hurricane making landfall. Soul and orion followed the original formula, but the community and atmosphere had changed. The original group of 2013 categories and nominees suffered all the problems previous Tronnies had (centered too narrowly on Fort/Sumo, lack of diversity in nominees, apparent bias, etc...) and without any of the clever and fun "current event" style categories. After a few rough pages of personal attacks, sinewav stepped in with [http://forums3.armagetronad.net/viewtopic.php?p=280481#p280481 an alternative solution] meant to bring the Tronny Awards back into the open. Soul [http://forums3.armagetronad.net/viewtopic.php?f=2&t=23414 gave it one more shot] before sinewav usurped the Tronny Awards like the absolute overbearing jerk that he is. At the time of this writing it is not clear how the 2013 Tronny Awards will play out. However, participation and enthusiasm is fairly high. Hopefully this year will teach the community valuable lessons on how to improve this tradition. It will be interesting to see how the 2014 Tronny Awards will be run.<br />
<br />
=Awards By Year=<br />
<br />
==[https://cdn.discordapp.com/attachments/823664888894718033/935758847023386694/unknown.png 2021]==<br />
<br />
==[https://forums3.armagetronad.net/viewtopic.php?p=315927#p315927 2020]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|biggest upset || karas, txa1/magician<br />
|-<br />
|love to see lose || mister, apple<br />
|-<br />
|love to see win || ashi, johnny<br />
|-<br />
|cleanest cutter || deso, vov<br />
|-<br />
|cleanest mazer || carnage, ampz/kronk/noodles<br />
|-<br />
|ugliest turns || raph, coni/johnny<br />
|-<br />
|competitive MVP || mister, vov<br />
|-<br />
|best center fort || dgm, mister<br />
|-<br />
|best defender fort || nanu, dew<br />
|-<br />
|best sweep fort || olive, magi/wolf<br />
|-<br />
|best winger fort || vov, jericho<br />
|-<br />
|best newcomer fort || smurf, jam<br />
|-<br />
|most improved fort || dino/smurf, kronk<br />
|-<br />
|best attacker sumo || mister, jericho<br />
|-<br />
|best defender sumo || appleseed, ampz/carnage/wolf<br />
|-<br />
|best newcomer sumo || smurf, teke<br />
|-<br />
|most improved sumo || smurf, cadillac/johnny<br />
|-<br />
|best instant chat || "Can Olive Maze?", "I've seen deso cut this before?"<br />
|-<br />
|biggest boomer || raph, comguygene<br />
|-<br />
|most random rager || appleseed/roter, titanoboa<br />
|-<br />
|cutest couple || cookie+meg/mr+apple, wolf+smurf<br />
|-<br />
|dankest memer || magi,<br />
|-<br />
|punch in the face || jericho/magi, roter<br />
|-<br />
|drama llama || titanoboa, taz<br />
|-<br />
|most beloved || johnny, capone<br />
|-<br />
|needs rehab || wolf, dino<br />
|-<br />
|unbind chat key || appleseed, dino<br />
|-<br />
|soothing voice || capone, noodles<br />
|-<br />
|favorite tronner to have in server || wolf, omm/shoe/noodles<br />
|-<br />
|funniest || shoebat/olive, wolf<br />
|-<br />
|rustiest bucket || durka, shoebat<br />
|-<br />
|should come back from retirement || hoax, wap<br />
|-<br />
|most missed event || CTF, Brawl<br />
|-<br />
|most underrated gamemode || CTF, CTWF/Fasttrack<br />
|-<br />
|community mvp || deso, nelg<br />
|-<br />
|overall mvp || Z-man <br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=23493 2013]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Fortress: Best Center || DGM<br />
|-<br />
|Fortress: Best Attacker || VoV<br />
|-<br />
|Fortress: Best Sweeper || Wap<br />
|-<br />
|Fortress: Best Defender || 3B<br />
|-<br />
|Fortress: Most Improved || Plee<br />
|-<br />
|Fortress: Faster fort attacker || Syre<br />
|-<br />
|Fortress: Fort MVP (Best Overall) || VoV<br />
|-<br />
|Sumo: Hardest to Kill || wap<br />
|-<br />
|Sumo: Biggest Coredumper || gazelle<br />
|-<br />
|Sumo: Most Improved || fippmam<br />
|-<br />
|Sumo: Best Mazer || Xyron<br />
|-<br />
|Sumo: Best Singlebinder || Appleseed<br />
|-<br />
|Sumo: MVP (Best Overall) || Wap<br />
|-<br />
|Sumo: Favorite server || Void sumo experience EU<br />
|-<br />
|CTF: Best Attacker || Ampz<br />
|-<br />
|CTF: Best Support || Nanu & Tobe<br />
|-<br />
|CTF: Best Defender || Camaro<br />
|-<br />
|CTF: Most Improved || Doface<br />
|-<br />
|CTF: MVP || Ampz<br />
|-<br />
|Styball: Best Shooter || Gonzap<br />
|-<br />
|Styball: Best Ball Handling || Gonzap<br />
|-<br />
|Styball: Best Defender or Goalkeeper || Pike<br />
|-<br />
|Noteworthy Contribution To The Community || Sinewav<br />
|-<br />
|Noteworthy Contribution To Tournaments || Elmo ''(received posthumously)''<br />
|-<br />
|Best Clan Forums || Crazy Tronners<br />
|-<br />
|Clan with best servers || Crazy Tronners<br />
|-<br />
|Most improved Clan/Team || Phoenix<br />
|-<br />
|Best dying Clan/Team || Speeders<br />
|-<br />
|Most Improved Player || Wolf<br />
|-<br />
|Rookie of the Year || Nanu<br />
|-<br />
|Nicest Tronner || chrisd<br />
|-<br />
|Most passive player || b3n<br />
|-<br />
|Best comeback || fofo<br />
|-<br />
|Inactive Tronner We Miss || emmy<br />
|-<br />
|Best Overall Tronner || VoV<br />
|-<br />
|Most Addicted Tronner || theo<br />
|-<br />
|Tronner who uses way to many aliases || Drag<br />
|-<br />
|Most suicidal || gazelle<br />
|-<br />
|Biggest Flamer || RoterBaron<br />
|-<br />
|Best catch phrase || "Lag and the fact that you suck"<br />
|-<br />
|Most accomplished bot || modis<br />
|-<br />
|Sexiest Tronner || Chinchilla<br />
|-<br />
|Sexiest voice || sinewav<br />
|-<br />
|Horniest Tronner || cxDY<br />
|-<br />
|Best Tron Blog || Tron Times v2 by Venom<br />
|-<br />
|Top Tron Writer || Concord<br />
|-p<br />
|Should Never Happen Again || Tronic-Gossip Tumbler<br />
|-<br />
|More Commits Than A Sanatorium || LOVER$BOY<br />
|-<br />
|Crazy Arma Tool maker || Durf<br />
|-<br />
|Ladle Elf || kyle<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?p=278349#p278349 2012]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
|-<br />
|Sexiest || Eber<br />
|-<br />
|Get puched || Liz<br />
|-<br />
|Rookie of the year || Wolf<br />
|-<br />
|Best predictions || Cronix<br />
|-<br />
|Veteran of the year || Lacka<br />
|-<br />
|Friendliest || Chrisd<br />
|-<br />
|Spamer || Chrisd<br />
|-<br />
|Obsly awesome outside tron || 3b<br />
|-<br />
|Player we want back || Clime<br />
|-<br />
|Most addicted || Wolf<br />
|-<br />
|Most improved || appleseed<br />
|-<br />
|Funniest || RoterBaron<br />
|-<br />
|Citizenship || Sine.wav<br />
|-<br />
|Best racer || Woned<br />
|-<br />
|Worst racer || everyone<br />
|-<br />
|Best inactive || Durka<br />
|-<br />
|Best defender || Luffy<br />
|-<br />
|Best sweeper || Poke<br />
|-<br />
|Best attacker || Vov<br />
|-<br />
|Best center || DGM<br />
|-<br />
|Most influential || Concord<br />
|-<br />
|Best singlebinder || Wap/Dreadlord<br />
|-<br />
|Best sumoer || Wap<br />
|-<br />
|Clan we miss most || TX<br />
|-<br />
|Best Ladle || 49,63,64<br />
|-<br />
|Best TST team || Wap-Liz<br />
|-<br />
|Biggest upset || Baylife<br />
|-<br />
|Most influential clan || Revolver<br />
|-<br />
|Most improved clan || Redemption<br />
|-<br />
|Best clan || Rogue Tronners<br />
|-<br />
|Fort MVP || Vov<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=22229 2011]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
|Sexiest: raph || ||<br />
|-<br />
| Needs to Get Punched in the Face || Liz<br />
|-<br />
| Best Predictions || Cronix || INW<br />
|-<br />
| Veteran of the Year || FoFo || Durka<br />
|-<br />
| Rookie of the Year || VoV || appleseed, gazelle<br />
|-<br />
| Flowers! || chrisd || psy<br />
|-<br />
| Sir Spam-a-Lot || theroze, swiss, cody ||<br />
|-<br />
| Best Extremely F-cking Long Electronic Music Mix Creator || MB53 || sine.wav<br />
|-<br />
| Player who disappeared in 2011 that we want back! || RudyCan’tFail, madmax, flex, 1200, liza/0ma, Tsugaru, beanertron, Wildcat, Spook, nara, freako ||<br />
|-<br />
| Open Team Tronny || AshitakA, garisimo, chrisd<br />
|-<br />
| Most Influential || Concord || MB53<br />
|-<br />
| Occupy Arma || Phytotron || sine.wav<br />
|-<br />
| Most Improved || Gazelle || VoV<br />
|-<br />
| Most Addicted || MB53 || Hoax<br />
|-<br />
| Best Tronny Statue Creator || Word<br />
|-<br />
| Best Singlebinder || dreadlord || Lackadaisical<br />
|-<br />
| Best Inactive || Durka || madmax, PsYkO<br />
|-<br />
| Best Defender || insa || wap<br />
|-<br />
| Best Sweeper || slash || wap<br />
|-<br />
| Best Attacker || FoFo, Gonzap ||<br />
|-<br />
| Best Center ||Woned || ppotter<br />
|-<br />
| Best Sumoer || wap || Xyron<br />
|-<br />
| Fort MVP || ppotter || Liz<br />
|-<br />
| Most Valuable Poster presented by Z-Man ||colspan="2"| sine.wav<br><br />
"Simple criteria a bot could evaluate: no warnings on your head, not a developer, most posts in 2011. Somehow, sine managed to post more last year than most others manage in their whole career and demonstrated that you can have disputes and controversy without low blows or trolling."<br />
|-<br />
| Ladle 50 || Speeders ||<br />
|-<br />
| Best Team/Clan Forums or Site || http://crazy-tronners.com || http://unk.me<br />
|-<br />
| Best WST Team Name || Powerpuff Girls ||<br />
|-<br />
| Worst WST Team Name || Chronically Pour Beer Over Elmo ||<br />
|-<br />
| Team/Clan We Miss Most || Tronners Unlimited, Dark Syndicate ||<br />
|-<br />
| Biggest Ladle Upset/Best Ladle Surprises ||colspan="2"|<br />
1) Ladle 48: uNk.team vs TX , 86 - 34 to TX... uNk.team wins!<br><br />
2) Out of nowhere TX wins Ladle 44... and then wins Ladle 45<br><br />
3) Ladle 52: Swift beats CTa in the FIRST ROUND<br><br />
4) mYm started to win... a lot...<br />
|-<br />
| Best WST Team || HORD || Music Lovers<br />
|-<br />
| Best TST Team || Liz/Wap ||<br />
|-<br />
| Best Ladle || 50 || 47<br />
|-<br />
| Most Influential or Innovative || Speeders || mYm<br />
|-<br />
| Most Improved || uNk, mYm ||<br />
|-<br />
| Best Overall || Speeders || mYm<br />
|}<br />
<br />
==[http://forums3.armagetronad.net/viewtopic.php?f=2&t=21000 2010]==<br />
{| class="wikitable"<br />
! Category<br />
! Winner(s)<br />
! Runner Up(s)<br />
|-<br />
| Most Addicted Tronner || Mb53 ||<br />
|-<br />
| Has a Thorn in his/her Ass || Phytotron || Lizmatic<br />
|-<br />
| Most Influential on the Tron Community || sine.wav || Concord<br />
|-<br />
| T.I.L.F. || Sunny ||<br />
|-<br />
| ih there. no talk lyk tis. srs. nao. kay? kay. srs fays. || Spamme_~R~_ Clan ||<br />
|-<br />
| Players who Disappeared in 2010 that we want back! || Tadd, Psyko, Hoop, Oblivion, Liza ||<br />
|-<br />
| Needs to Get Punched in the Face || Lizmatic, Sasori, Vogue, Gawdzilla, Deadmau5 ||<br />
|-<br />
| Best Inactive Tronner || Durka || newbie<br />
|-<br />
| Tronner Who F*cking Curses the Most || Syllabear || Deso<br />
|-<br />
| Friendliest Tronner || chrisd || Fofo, Nelhybel<br />
|-<br />
| Old Guy Who Just Doesn’t Quit || compguygene || Radian<br />
|-<br />
| What the **** did he Say? || Orion || Fini<br />
|-<br />
| Spaaaaaaaaaaaaam. || Mecca || chrisd, Magic<br />
|-<br />
| Best CT forum Stalker || Deso || MB53<br />
|-<br />
| Best Comic Writer || Cosmic Dolphin ||<br />
|-<br />
| MediaTronny || Pr3 ||<br />
|-<br />
| Best Ladle || Ladle 31 ||<br />
|-<br />
| Best Sumo Tournament || WST 6 ||<br />
|-<br />
| Best WST Team || Rudy/Punish/Beaner/Durka || Gonzap/Wap/Lacka/Puuquie/Emmy, Deso/Woned/Xyron<br />
|-<br />
| Best TST Team || Justin/Madmax ||<br />
|-<br />
| Biggest Ladle Upset || Oracle beating Speeders in Ladle 39 || PRU beating uNk in Ladle 34<br />
|-<br />
| Most Improved Tronner || Potter || Titanoboa<br />
|-<br />
| Most Improved Clan/Team || uNk || R<br />
|-<br />
| Worst Ladle Team FTW || dBd ||<br />
|-<br />
| Most Influential on how the Game is Played || Flex || Epsy<br />
|-<br />
| Best Singlebinder || madmax || Lackadaisical<br />
|-<br />
| Best Defender || Emmy || Luffy<br />
|-<br />
| Best Center || Woned || Liza, Titan<br />
|-<br />
| Best Sweeper || Slash || FoFo<br />
|-<br />
| Best Attacker || Gonzap || Potter<br />
|-<br />
| Sumo MVP || Xyron || Rudy<br />
|-<br />
| Fort MVP || Woned || Titanoboa<br />
|-<br />
| Most Influential Clan/Team || Speeders || CTa<br />
|-<br />
| Most Innovative Clan/Team || uNk || Plus, Speeders<br />
|-<br />
| Best Overall Clan/Team || Crazy Tronners || Speeders<br />
|}<br />
<br />
[[Category:Clans and Teams]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Moviepacks_list&diff=63015
Moviepacks list
2023-07-09T22:15:07Z
<p>Sinewav: Added GLTron artpacks</p>
<hr />
<div>Instructions on moviepack installation can be found in [[Customizing the game]], instructions on moviepack creation in [[Moviepacks]].<br />
<br />
== Original Armagetron Moviepack ==<br />
[[Image:OriginalMoviepackTitle.jpg|thumb|Armagetron Moviepack]]<br />
;Author<br />
:Fabrice Holbé<br />
;Description<br />
:This is the original moviepack from Armagetron<br />
;Archive<br />
:http://armagetron.sourceforge.net/old/addons/moviepack.zip<br />
<div style="clear:right;"></div><br />
<br />
== Armagetron Advanced Classic v0.1 ==<br />
[[Image:armagetron-classic-sreenshot.png|thumb|Classic Textures]]<br />
[[Image:armagetron-classic-title.jpg|thumb|Classic Website Background]]<br />
;Author<br />
:z-man (?)<br />
;Description<br />
:It's still a work in progress, to be finished in time for the final release of 0.2.8, so that players can still use the classic look of the game if they prefer. It won't work with older versions, so don't try to install it into anything but 0.2.8. It won't even work with rc2! But for the old versions, you don't need it, because it's just the graphics from them.<br />
;Archive<br />
:[[:Image:Classic_0_2.zip|Download this pack]]<br />
;Alternate files from sine.wav<br />
:[https://forums3.armagetronad.net/viewtopic.php?p=315501#p315501 Forum post]<br />
<div style="clear:right;"></div><br />
<br />
== iD Tech ==<br />
[[Image:ID Tech 2 (Moviepack Screenshot).png|thumb|iD Tech v1.1]]<br />
[[Image:ID Tech 3 (Moviepack Screenshot).png|thumb|v1.1 Wall Transparency]]<br />
;Author<br />
:[http://3000farad.com/ Puffyfluff]<br />
;Description<br />
:This pack focuses on the [http://www.internaldrive.com/index.php iD Tech Camps] green and was made for users of the [http://internaldrive.info/ iD server].<br />
;Archive<br />
:[http://pack.internaldrive.info/ All versions] (Newer doesn't always mean better. Try them all for one you like.)<br />
<div style="clear:right;"></div><br />
<br />
== ArmagetronAd Blue Floor ==<br />
<br />
[[Image:Armagetronad Dark (Moviepack Screenshot).png|thumb|Armagetron Dark]]<br />
[[Image:Armagetronad Bright (Moviepack Screenshot).png|thumb|Armagetron Bright]]<br />
;Author<br />
:joda_bot<br />
;Description<br />
:This moviepack is a "waste" product of the search for the new default textures for 0.2.8. The texture consists of the word "ArmagetronAd" in plain text and as a barcode. The floor is closely colored after floor of the light cycle game in the tron movie.<br />
;Archives<br />
:[http://forums.armagetronad.net/download.php?id=3011 Dark floor]<br />
:[http://forums.armagetronad.net/download.php?id=3061 Bright floor]<br />
;Original Posts<br />
:[http://forums.armagetronad.net/viewtopic.php?t=3951 Dark floor]<br />
:[http://forums.armagetronad.net/viewtopic.php?t=3941 Bright floor]<br />
<div style="clear:right;"></div><br />
<br />
== armarocktron v 1.0 ==<br />
<br />
[[Image:Armarocktron (Moviepack Title Screen).jpg|thumb|Armarocktron title screen]]<br />
[[Image:Armarocktron (Moviepack Screenshot).jpg|thumb|Armarocktron]]<br />
;Author<br />
:DrJoeTron<br />
;Archive<br />
:http://forums3.armagetronad.net/download/file.php?id=10774<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?p=13894#13894<br />
<div style="clear:right;"></div><br />
<br />
== |DpG| ==<br />
[[Image:DPG-floor2.png|thumb|DPG moviepack .2]]<br />
;Author<br />
:flea<br />
;Description<br />
:no comment<br />
;Archive<br />
:http://wiki.armagetronad.net/index.php?title=Special:Contributions/Flea<br />
better cycle:<br />
:<br />
<div style="clear:right;"></div><br />
<br />
== Electric Fishing ==<br />
[[Image:ElectricFishing4.png|thumb|A moviepack for the server with the same name]]<br />
;Author<br />
:[[User:Sinewav | sine.wav]], Word<br />
;Description<br />
:It makes you even more seasick!<br />
;Archive<br />
:http://forums3.armagetronad.net/download/file.php?id=10727<br />
better cycle:<br />
:http://forums3.armagetronad.net/download/file.php?id=10730<br />
<div style="clear:right;"></div><br />
<br />
== Forrest ==<br />
[[Image:Moviepack_forrest.png|thumb|Forrest]]<br />
;Author<br />
:klax<br />
;Archive<br />
:http://armagetron.co.uk/moviepacks/zips/forrest.zip<br />
<div style="clear:right;"></div><br />
<br />
== GLTron ==<br />
<gallery mode="packed"><br />
file:Gltron_default_screenshot.png|GLTron Default<br />
file:Gltron_classic_screenshot.png|GLTron Classic<br />
file:Gltron_metalTron_screenshot.png|GLTron MetalTron<br />
</gallery><br />
;Description<br />
GLTron's three included artpacks converted to moviepacks.<br />
;Archive<br />
https://forums3.armagetronad.net/download/file.php?id=16147<br />
<br />
== Heaven's Art ==<br />
<br />
[[Image:Heaven's Art (Moviepack Screenshot).png|thumb|Heaven's Art]]<br />
;Author<br />
:LukeSky<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=5581<br />
;Original Post <br />
:http://forums.armagetronad.net/download.php?id=5591<br />
<div style="clear:right;"></div><br />
<br />
== Hell's Dungeon ==<br />
<br />
[[Image:Hell's Dungeon (Moviepack Screenshot).png|thumb|Hell's Dungeon]]<br />
;Author<br />
:LukeSky<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=2849<br />
;Original Post <br />
:http://forums.armagetronad.net/viewtopic.php?t=3461<br />
<div style="clear:right;"></div><br />
<br />
== Hell's Kitchen ==<br />
<br />
[[Image:Hell's Kitchen (Moviepack Screenshot).png|thumb|Hell's Kitchen]]<br />
;Author<br />
:LukeSky<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=2762<br />
;Original Post <br />
:http://forums.armagetronad.net/viewtopic.php?t=3330<br />
<div style="clear:right;"></div><br />
<br />
== Invid Mod v0.1 ==<br />
<br />
[[Image:Invid Mod v0.1 (Moviepack Screenshot).jpg|thumb|Invid Mod v0.1]]<br />
;Author<br />
:CristalCube<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=824<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?t=1462<br />
<div style="clear:right;"></div><br />
<br />
== Japanese Confusion ==<br />
<br />
[[Image:Japanese Confusion (Moviepack Screenshot).jpg|thumb|Japanese Confusion]]<br />
<br />
;Author<br />
:neoneogi<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=2752<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?t=3287<br />
<div style="clear:right;"></div><br />
<br />
== Linear ==<br />
<br />
[[Image:Linear (Moviepack Screenshot).jpg|thumb|Linear]]<br />
[[Image:Linear (2) (Moviepack Screenshot).jpg|thumb|Linear]]<br />
[[Image:Linear (3) (Moviepack Screenshot).gif|thumb|Linear]]<br />
;Author<br />
:K<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=187<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?t=597<br />
<div style="clear:right;"></div><br />
<br />
== Lucifer v0.2 ==<br />
<br />
;Author<br />
:Lucifer<br />
;Description<br />
:This thing hasn't been named, it's just a collection of stuff I submitted to be considered for default artwork in Artemis. It requires a newer version of the game, because it uses the default model. As of writing, it requires a version compiled from the branch labeled b0_2_8_0, which will become the final 0.2.8 version, but it doesn't work in any release candidates. It will work in rc3 and later, when it is released.<br />
;Archive<br />
:[[:Image:lucifer-0_2.zip|Download this pack]]<br />
<br />
== Mentat ==<br />
<br />
[[Image:Mentat (Moviepack Screenshot).jpg|thumb|Mentat]]<br />
[[Image:Mentat (2) (Moviepack Screenshot).jpg|thumb|Mentat]]<br />
;Author<br />
:pertinax<br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=4651<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?p=80421#80421<br />
<div style="clear:right;"></div><br />
<br />
== Original Arcade ==<br />
<br />
[[Image:coinop.png |thumb|Original Arcade]]<br />
;Author<br />
:[[User:Sinewav | sine.wav]]<br />
;Description<br />
:This is a moviepack ''with a local game inside it''. It's based on the original arcade classic "TRON". The archive contains textures, sounds, the rectangular map, and custom AI (aiplayers.cfg).<br />
;Archive<br />
:[http://forums3.armagetronad.net/download/file.php?id=10551 TronArcade.zip]<br />
;Original Post<br />
:[http://forums3.armagetronad.net/viewtopic.php?p=215969#p215969 forums3.armagetronad.net]<br />
<div style="clear:right;"></div><br />
<br />
== Stars ==<br />
[[Image:Moviepack_stars.png|thumb|Stars]]<br />
;Author<br />
:klax<br />
;Archive<br />
:http://armagetron.co.uk/moviepacks/zips/stars.zip<br />
<div style="clear:right;"></div><br />
<br />
== Tronsector Blue Floor ==<br />
<br />
[[Image:Tronsector Dark (Moviepack Screenshot).png|thumb|Tronsector Dark]]<br />
[[Image:Tronsector Bright (Moviepack Screenshot).png|thumb|Tronsector Bright]]<br />
;Author<br />
:joda_bot<br />
;Description<br />
:This moviepack is a "waste" product of the search for the new default textures for 0.2.8. The texture consists of a big tron sector map and the word "ArmagetronAd" as a barcode. The Grid Map is used with permission by author David "Auric" Hernly. The original image can be found at http://www.tron-sector.com (used as background). <br />
;Archives<br />
:[http://forums.armagetronad.net/download.php?id=3101 Dark floor]<br />
:[http://forums.armagetronad.net/download.php?id=3081 Bright floor]<br />
;Original Posts<br />
:[http://forums.armagetronad.net/viewtopic.php?t=4191 Dark floor]<br />
:[http://forums.armagetronad.net/viewtopic.php?t=4181 Bright floor]<br />
<div style="clear:right;"></div><br />
<br />
== TR.U.E. Moviepack ==<br />
[[Image:True-moviepack-screenshot.png|thumb|TR.U.E. Moviepack]]<br />
;Author<br />
:[[User:Sinewav | sine.wav]]<br />
;Description<br />
:TR.U.E. Moviepack by sine.wav is currently the most accurate representation of the classic film for ArmagetronAd. It features cycles by edd keefe (more of his work below) and sounds imported from glTron. Learn more about this moviepack on the forums (Board index -> Armagetron Add-Ons -> Graphical -> [http://forums3.armagetronad.net/viewtopic.php?f=47&t=22994 TR.U.E. Moviepack (Tron Ultimate Experience)]) or download the archive below.<br />
;Archive<br />
:http://adventuresoftron.com/aa/true-moviepack.zip<br />
<br />
== FFIIXXIITT ==<br />
<br />
;Author<br />
:FFIIXXIITT<br />
;Description<br />
:All of FFIIXXIITT's mediocre textures<br />
;Archives<br />
:[http://forums3.armagetronad.net/viewtopic.php?f=47&t=21373 Texture Files]<br />
<div style="clear:right;"></div><br />
<br />
== Unamed ==<br />
<br />
;Author<br />
:edd keefe<br />
;Screenshots<br />
<gallery><br />
Image:Unnamed (Moviepack Screenshot).gif|Unnamed<br />
Image:Unnamed (2) (Moviepack Screenshot).gif|Unnamed<br />
Image:Unnamed (3) (Moviepack Screenshot).jpg|Unnamed (newest version)<br />
</gallery><br />
;Archive<br />
:http://forums.armagetronad.net/download.php?id=872<br />
:http://forums.armagetronad.net/download.php?id=873 (without the light cycle)<br />
:http://forums.armagetronad.net/download.php?id=2799 (newest version)<br />
;Author's Web Page and Files<br />
:http://www.a1eddie.com/fun2.htm<br />
;Original Post<br />
:http://forums.armagetronad.net/viewtopic.php?p=20708#20708<br />
<div style="clear:right;"></div><br />
<br />
[[Category:Customization]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=File:Gltron_default_screenshot.png&diff=63014
File:Gltron default screenshot.png
2023-07-09T21:59:09Z
<p>Sinewav: glTron default Artpack as Moviepack</p>
<hr />
<div>== Summary ==<br />
glTron default Artpack as Moviepack</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=File:Gltron_metalTron_screenshot.png&diff=63013
File:Gltron metalTron screenshot.png
2023-07-09T21:58:31Z
<p>Sinewav: glTron "metalTron" Artpack as Moviepack</p>
<hr />
<div>== Summary ==<br />
glTron "metalTron" Artpack as Moviepack</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=File:Gltron_classic_screenshot.png&diff=63012
File:Gltron classic screenshot.png
2023-07-09T21:58:01Z
<p>Sinewav: glTron "Classic" Artpack as Moviepack</p>
<hr />
<div>== Summary ==<br />
glTron "Classic" Artpack as Moviepack</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60589
Template:Ladle140Bracket
2022-09-11T21:26:02Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1='''2'''<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2='''2'''<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=`<br />
|RD4-score1='''2'''<br />
|RD4-team2=Paradigm<br />
|RD4-score2=0<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60587
Template:Ladle140Bracket
2022-09-11T20:18:23Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1='''2'''<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2='''2'''<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=`<br />
|RD4-score1=<br />
|RD4-team2=Paradigm<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60586
Template:Ladle140Bracket
2022-09-11T20:17:51Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1='''2'''<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2='''2'''<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=<br />
|RD4-score1=<br />
|RD4-team2=<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60585
Template:Ladle140Bracket
2022-09-11T19:25:25Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1='''2'''<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2=0<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=<br />
|RD4-score1=<br />
|RD4-team2=<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60584
Template:Ladle140Bracket
2022-09-11T19:21:48Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1=1<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2=0<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=<br />
|RD4-score1=<br />
|RD4-team2=<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60583
Template:Ladle140Bracket
2022-09-11T18:49:34Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=0<br />
|RD1-team2='<br />
|RD1-score2='''2'''<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1=0<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2=0<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=<br />
|RD4-score1=<br />
|RD4-team2=<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:Ladle140Bracket&diff=60582
Template:Ladle140Bracket
2022-09-11T18:47:50Z
<p>Sinewav: </p>
<hr />
<div><br />
{{4TeamRoundRobinBracket<br />
|RD1-server1='''Deso's NY'''<br />
|RD1-server2=Z-man's GER<br />
|RD1-team1=prot.x.type<br />
|RD1-score1=200<br />
|RD1-team2='<br />
|RD1-score2=102<br />
<br />
|RD1-server3=<br />
|RD1-server4=<br />
|RD1-team3=Paradigm<br />
|RD1-score3=<br />
|RD1-team4=~*bye*~<br />
|RD1-score4=<br />
<br />
|RD2-server1='''Deso's EU'''<br />
|RD2-server2=Deso's NY<br />
|RD2-team1='<br />
|RD2-score1=0<br />
|RD2-team2=Paradigm<br />
|RD2-score2=0<br />
<br />
|RD2-server3=<br />
|RD2-server4=<br />
|RD2-team3=prot.x.type<br />
|RD2-score3=<br />
|RD2-team4=~*bye*~<br />
|RD2-score4=<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=Z-man's GER<br />
|RD3-team1=prot.x.type<br />
|RD3-score1=0<br />
|RD3-team2=Paradigm<br />
|RD3-score2=0<br />
<br />
|RD3-server3=<br />
|RD3-server4=<br />
|RD3-team3='<br />
|RD3-score3=<br />
|RD3-team4=~*bye*~<br />
|RD3-score4=<br />
<br />
|RD4-server1='''Deso's EU'''<br />
|RD4-server2=Deso's NY<br />
|RD4-team1=<br />
|RD4-score1=<br />
|RD4-team2=<br />
|RD4-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Statistics&diff=59996
Ladle/Statistics
2021-12-25T00:40:53Z
<p>Sinewav: Brought back some historical stats from before this recent page rework by Infiniti (Andrei).</p>
<hr />
<div>{{:Ladle/Blurb}}<br/><br />
=Ladle info=<br />
<br />
*Fortress game mode / Ladle tournament was created by --> Z-Man <br />
*First Ladle was played on --> 1st July 2006<br />
*Ladle with most teams signed up --> ladle 47 - 20 Teams<br />
*Ladle with fewest teams signed up --> ladle 106 - 3 Teams<br />
*Ladle with most players signed up --> ladle 49 - 206 Players<br />
*Ladle with fewest players signed up --> ladle 15 - 13 Players <br />
*Aproximative number of players who won at least 1 Ladle --> 279 Players<br />
*Player with the most Ladle victories --> Vov - 36 ladles<br />
*Player with the most consecutive Ladle victories --> Vov - 9 ladles<br />
*Team/Clan with most ladle victories --> _~Rogue Tronners~_<br />
*Ladle recordings can be found here --> http://vps-zman.armagetronad.org/~manuel/armarecordings/<br />
*Ladle recordings, if Z-Man wasn't around --> https://armagetron.kevinh.us/aa/recs/ladle/<br />
<br />
=Top Five Team/Clan Ladle Winners=<br />
{| class="wikitable" style="text-align:center;" cellpadding="10" style="margin: auto;"<br />
! Rank || Team/Clan Name || Number Of Wins || Ladles || Finals <br />
|-<br />
| 1 <br />
| _~Rogue Tronners~_ || 16 || 38,43,60,63,64,70,83,85,86,87,91,92,93,94,97,101 || 26<br />
|-<br />
| 2 <br />
| cT| Crazy Tronners || 13 || 16,20,25,32,37,39,40,42,53,71,72,80,88 || 32<br />
|-<br />
| 3 <br />
| ~*Speeders*~ || 11 || 7,26,29,30,31,36,46,50,52,58,59 || 26<br />
|-<br />
| 4 <br />
| Twi×ted arrows || 10 || 114, 115, 116, 117, 118, 119, 121, 122, 124, 125 || 10<br />
|-<br />
| 5 <br />
| Redemption/% || 9 || 65, 66, 69, 73, 74, 76, 78, 89, 90 || 19 <br />
|}<br />
<br />
=Milestones=<br />
{| class="wikitable" style="margin: auto;"<br />
| Most Ladle wins: '''16''' <br />
| Rogue Tronners (101)<br />
|-<br />
| Most Ladle finals: '''32''' <br />
| Crazy Tronners (93)<br />
|-<br />
| Most Ladle semifinals: '''52'''<br />
| Crazy Tronners (93)<br />
|-<br />
| Most Ladle seeds: '''44''' <br />
| Rogue Tronners (101)<br />
|-<br />
| Most consecutive Ladle wins: '''6''' <br />
|Twi×ted arrows (119)<br />
|-<br />
| Most consecutive rounds won: '''15''' <br />
| Twi×ted arrows (15)<br />
|-<br />
| Most consecutive finals: '''8''' <br />
| Redemption (69-76)<br />
|-<br />
| Most consecutive semifinals: '''12''' <br />
| Redemption (69-80)<br />
|-<br />
| Most consecutive seeds: '''11''' <br />
| Rogue Tronners (67-77)<br />
|-<br />
| Most consecutive losses: '''39''' matches <br />
| United Noobs of Armagetron <br />
|-<br />
| First to win '''100''' matches <br />
| Crazy Tronners<br />
|-<br />
| First to win '''200''' matches <br />
| Crazy Tronners<br />
|-<br />
| First to win '''300''' matches <br />
| Crazy Tronners<br />
|-<br />
| First to play '''100''' matches <br />
| Crazy Tronners<br />
|-<br />
| First to play '''200''' matches <br />
| Crazy Tronners<br />
|-<br />
| First to play '''300''' matches <br />
| Speeders <br />
|-<br />
| First to play '''400''' matches <br />
| Crazy Tronners (62)<br />
|-<br />
| First to play '''500''' matches <br />
| Crazy Tronners (76)<br />
|-<br />
| First to win '''100''' rounds <br />
| Speeders (58)<br />
|-<br />
| First to play '''100''' rounds <br />
| Crazy Tronners (42)<br />
|-<br />
| Most Ladle wins in a year: '''10''' <br />
| Twixted arrows (114-125)<br />
|-<br />
| Most Ladle wins in one calendar year: '''6''' <br />
| Redemption (2013) Twi×ted arrows (2020)<br />
|-<br />
| Most Ladle finals in one calendar year: '''10''' <br />
| Redemption (2013)<br />
|-<br />
| Longest 1v1: '''9m18s''' <br />
| 3B (ks) beats Orion (ct) in L-76 quarter ([http://armagetron.kicks-ass.net/~manuel/armarecordings/armarecordings/ladle76/quarter2_semi_cta_vs_kst_vs_tunk.zip aarec@1910s])<br />
|-<br />
| Perfect Match! '''100-0''' <br />
| Crazy Tronners vs Wild West in L-83 ([http://home.simamo.de/~manuel/armarecordings/armarecordings/ladle83/opening_theo_cta_vs_ww.zip aarec@1500s])<br />
|}<br />
<br />
= Individual statistics =<br />
Please update the list by adding yourself or revising it (participation & final wins).<br />
<br />
<br />
vov [33] 57,65,66,69,73,74,76,78,83,85,86,87,91,92,93,94,95,97,101,103,104,106,114,115,116,117,118,119,120,121,122,124,125<br />
olive [24] 21,24,27,33,34,38,43,55,56,61,78,91,92,94,114,115,116,117,118,119,121,122,125,128<br />
dreadlord [19] 22,37,39,42,48,51,54,55,56,61,65,66,69,73,74,76,78,89,90<br />
mister [19] 58,59,62,68,75,78,79,81,82,95,96,98,99,100,102,104,105,112,113<br />
appleseed [18] 62,65,66,77,82,95,96,98,99,100,102,105,112,113,126,127,128,129<br />
titanoboa [18] 33,38,43,46,60,63,70,86,87,91,112,114,115,116,117,118,119<br />
hoax [16] 12,13,15,22,23,28,44,45,50,55,56,61,75,82,99,100<br />
fofo [15] 12,13,15,27,29,30,31,36,46,48,50,52,57,58,75<br />
red [15] 60,63,64,70,81,83,85,86,87,91,92,93,94,97,101<br />
over [14] 63,64,70,71,83,85,87,91,92,93,94,97,101,104<br />
woned [13] 16,20,25,32,37,39,40,42,53,71,72,80,88<br />
gazelle [13] 53,62,68,69,73,74,76,77,79,89,90,112,113<br />
flex [12] 12,13,15,18,19,26,29,30,31,36,50,52<br />
lacka [12] 03,09,11,14,18,34,35,38,43,60,63,64<br />
gonzap [12] 20,32,37,39,40,42,53,71,72,80,81,88 <br />
beer [11] 25,32,37,39,40,42,53,71,72,80,81<br />
newbie [11] 01,04,06,09,11,21,24,33,34,35,84 <br />
poke [11] 38,43,60,63,64,70,86,91,93,101,104<br />
durka [12] 08,10,14,17,22,23,28,44,45,61,121,124<br />
orion [11] 36,78,84,99,115,116,118,119,121,122,125<br />
deso [10] 44,45,74,117,118,119,121,122,125,128<br />
dlh [10] 06,09,18,19,33,34,35,55,56,61<br />
eckz [10] 41,49,51,54,57,58,59,62,65,66<br />
soul [10] 65,66,69,73,74,76,78,89,90,101<br />
nanu [10] 83,85,86,87,91,92,93,94,97,101<br />
magi [10] 67,83,85,86,87,91,93,94,97,114<br />
wap [9] 37,40,42,53,57,71,72,80,81<br />
freako [9] 14,17,21,24,27,34,41,55,56<br />
mazuffer [9] 03,06,09,11,18,19,33,34,48<br />
viper [8] 07,24,27,29,30,31,36,46<br />
emmy [8] 16,20,25,32,37,39,40,42<br />
nate [8] 92,94,97,101,102,103,104,106<br />
vogue [7] .. (missing data)<br />
psyko [6] 07,11,26,29,30,36 <br />
slash [4] 04..27..48..57.. (missing data)<br />
spin [4] 41,49,51,54<br />
pike [4] 37,39,40,71<br />
kult [4] 73,74,76,78 <br />
J-Dawgg [3] 71,72,80<br />
luzifer [2] 04..35.. (missing data)<br />
fippmam [1] 62<br />
box [1] 84<br />
kriki [1] 84<br />
<br />
...<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<!--<br />
==Ladle Participation By Month==<br />
[[Image:LadleParticipationByMonth.png]]<br />
<br />
(Last updated: Ladle 80; source xls: http://forums3.armagetronad.net/viewtopic.php?p=284262#p284262)<br />
<br />
<br />
This graph shows Ladle participation by the number of teams included in the brackets per month. The stats are recorded on an xls spreadsheet '''by hand''', and the generated graph is uploaded via screenshot. Note that teams that appear on the brackets and fail to show up are counted as well as teams that do not sign up officially (before the deadline) but enter late via one of the ~bye~s. A team is ''not'' counted if it appears on the sign-up list and is disqualified for not having enough players, withdrawing, etc.<br />
<br />
'''Fun facts:'''<br />
*The largest Ladle was [[Ladle 47]], July 3rd, 2011, in which 20 teams battled for the top!<br />
*The smallest Ladles, Ladles 2, 5, 7, 8, and 15, all consisted of only 4 teams. In [[Ladle 5]], one of the teams did not even show up!<br />
*The First Tronic [[Ladle 22 | Bowl]] was played on June 7th, 2009.<br />
<br />
==Team Stats==<br />
===Global Statistics===<br />
(Last updated: Ladle 86; source file: http://forums3.armagetronad.net/viewtopic.php?f=60&t=23763&start=45)<br />
<br />
Global statistics are an attempt to record the [[Ladle/Results|results]] of Ladle from beginning to end based on the brackets. The stats are recorded on a spreadsheet '''by hand''', then attached to the current Ladle thread as it is updated. Teams should periodically take time to review statistics for accuracy.<br />
<br />
===Participation Timeline===<br />
(Last updated: Ladle 62; source file: https://docs.google.com/spreadsheet/pub?key=0Al8u0xYMadkldDRnb082UVV2VjJEbklyUWVaMV85N1E&single=true&gid=0&range=P67%3AA1&output=html)<br />
<br />
The Ladle participation timeline is an attempt to visually display the participation in Ladles by fortress teams. Teams existing for a single Ladle are largely ignored. The timeline is compiled '''by hand.''' Lighter shades in the column of a given team designate significant periods of absence.<br />
<br />
== Plots ==<br />
[[Image:Player ladle dominance.png|center]]<br />
[[Image:Ladle.png|center]]<br />
''Plotting instructions [[Talk:Ladle/Statistics]]''<br />
<br />
=Server Quality Tracker=<br />
This data is used for distributing Ladle servers. Some judgement is still required when distributing, so this is not an exact guide. (For instance; '''Z-Man's server should only be used for the opening round'''.) ''Explicit'' feedback about ''performance'' is collected after each Ladle to fill the chart below, usually in the form of a (+/-1) in a post. It is a good idea to double-check and see if the poster actually played in the server. Posters cannot vote a server up or down more than one point. Scores reset on location change (check IP). Six months of data is sufficient to rate a server and stops the table from getting bloated with dead addresses. All servers start with a score of zero. If new servers are added to the Challenge Board use them before ones with negative scores. <br />
<div style=display:inline-table><br />
{| class="wikitable sortable" <br />
|+<br />
!||| Server || Address || 90 || 91 || 92 || 93 || 94 || 95 || Score<br />
|-<br />
<!-- Set span equal to number of entries --<br />
! rowspan="7" | EU<br />
| CT LIV || liv.crazy-tronners.com:4541 || -1 || || +2 || -1 || || +1 || +1.1<br />
|-<br />
| CT STO || || || || || || +1 || || +0.8<br />
|-<br />
| Delinquent || 54.229.50.221:4534 || || +1 || || || || || +0.5<br />
<!-- |-<br />
| G5's || 85.25.78.163:4539 || || || || || || || +0.0 --<br />
|-<br />
| Theo's FR3 || fr3.ladle.phx.be:4534 || +2 || -1 || +1 || || +4 || -1 || +3.1<br />
<!-- |-<br />
| uNk || unk.me:4538 || || || || || || || +0.0 --<br />
|-<br />
| Z-Man's* || simamo.de:4536 || || || || || +6 || || +4.8 <br />
|}<br />
</div><br />
<div style=display:inline-table><br />
{| class="wikitable sortable" <br />
|+<br />
!||| Server || Address || 90 || 91 || 92 || 93 || 94 || 95 || Score<br />
|-<br />
<!-- Set span equal to number of entries --<br />
! rowspan="7" | US<br />
| Agility NY || 23.105.138.188:4534 || || || || || || || +0.0 --<br />
|-<br />
| Comp NY || theserverpharm.co.vu:4538 || || || || || || || +0.0<br />
|-<br />
| CT USA || usa.crazy-tronners.com:4535 || -2 || || || +4 || || || +2.0<br />
<!--|-<br />
| Echo's USA || || || || || || || || +0.0 --<br />
|-<br />
| Kyle NY || nyc.armatourney.net:4535 || || +4 || || +5 || || +1 || +6.5 <br />
<!--|-<br />
| Light's || lightron.org:4543 || || || || || || || +0.0<br />
|-<br />
| Loki's || 67.18.189.128:4535 || || || || || || || +0.0 --<br />
|-<br />
| Rene US || 198.23.228.105:4534 || || || || || || || +0.0<br />
<!--|-<br />
| Sly's NYC || 69.162.170.184:4541 || || || || || || || +0.0 --<br />
|}<br />
</div><br />
<br />
<br />
Server scores decay over time in order to minimize major swings in feedback. The current formula is this: s1(.4)+s2(.5)+s3(.6)+s4(.7)+s5(.8)+s6(1) [http://adventuresoftron.com/ladle/sqt-calc.html CALCULATOR]<br />
<br />
<br />
<br />
<br />
<br />
vov [33] 57,65,66,69,73,74,76,78,83,85,86,87,91,92,93,94,95,97,101,103,104,106,114,115,116,117,118,119,120,121,122,124,125<br />
olive [24] 21,24,27,33,34,38,43,55,56,61,78,91,92,94,114,115,116,117,118,119,121,122,125,128<br />
dreadlord [19] 22,37,39,42,48,51,54,55,56,61,65,66,69,73,74,76,78,89,90<br />
mister [19] 58,59,62,68,75,78,79,81,82,95,96,98,99,100,102,104,105,112,113<br />
appleseed [18] 62,65,66,77,82,95,96,98,99,100,102,105,112,113,126,127,128,129<br />
titanoboa [18] 33,38,43,46,60,63,70,86,87,91,112,114,115,116,117,118,119<br />
hoax [16] 12,13,15,22,23,28,44,45,50,55,56,61,75,82,99,100<br />
fofo [15] 12,13,15,27,29,30,31,36,46,48,50,52,57,58,75<br />
red [15] 60,63,64,70,81,83,85,86,87,91,92,93,94,97,101<br />
over [14] 63,64,70,71,83,85,87,91,92,93,94,97,101,104<br />
woned [13] 16,20,25,32,37,39,40,42,53,71,72,80,88<br />
gazelle [13] 53,62,68,69,73,74,76,77,79,89,90,112,113<br />
flex [12] 12,13,15,18,19,26,29,30,31,36,50,52<br />
lacka [12] 03,09,11,14,18,34,35,38,43,60,63,64<br />
gonzap [12] 20,32,37,39,40,42,53,71,72,80,81,88 <br />
beer [11] 25,32,37,39,40,42,53,71,72,80,81<br />
newbie [11] 01,04,06,09,11,21,24,33,34,35,84 <br />
poke [11] 38,43,60,63,64,70,86,91,93,101,104<br />
durka [12] 08,10,14,17,22,23,28,44,45,61,121,124<br />
orion [11] 36,78,84,99,115,116,118,119,121,122,125<br />
deso [10] 44,45,74,117,118,119,121,122,125,128<br />
dlh [10] 06,09,18,19,33,34,35,55,56,61<br />
eckz [10] 41,49,51,54,57,58,59,62,65,66<br />
soul [10] 65,66,69,73,74,76,78,89,90,101<br />
nanu [10] 83,85,86,87,91,92,93,94,97,101<br />
magi [10] 67,83,85,86,87,91,93,94,97,114<br />
wap [9] 37,40,42,53,57,71,72,80,81<br />
freako [9] 14,17,21,24,27,34,41,55,56<br />
mazuffer [9] 03,06,09,11,18,19,33,34,48<br />
viper [8] 07,24,27,29,30,31,36,46<br />
emmy [8] 16,20,25,32,37,39,40,42<br />
nate [8] 92,94,97,101,102,103,104,106<br />
vogue [7] .. (missing data)<br />
psyko [6] 07,11,26,29,30,36 <br />
slash [4] 04..27..48..57.. (missing data)<br />
spin [4] 41,49,51,54<br />
pike [4] 37,39,40,71<br />
kult [4] 73,74,76,78 <br />
J-Dawgg [3] 71,72,80<br />
luzifer [2] 04..35.. (missing data)<br />
fippmam [1] 62<br />
box [1] 84<br />
kriki [1] 84<br />
<br />
...<br />
<br />
<br />
<br />
<br />
--><br />
<br />
=Abandoned / Miscellaneous Team Stats=<br />
Below are a few efforts that were not kept up over time.<br />
<br />
'''Global statistics''' were an attempt to record the [[Ladle/Results|results]] of Ladle from beginning to end based on the brackets. The stats were recorded on a spreadsheet '''by hand''', then attached to the current Ladle thread as it was updated. Last version: Ladle 86; source file: http://forums3.armagetronad.net/viewtopic.php?f=60&t=23763&start=45<br />
<br />
The Ladle '''Participation Timeline'' was an attempt to visually display the participation in Ladles by fortress teams. Teams existing for a single Ladle were largely ignored. The timeline was compiled '''by hand.''' Lighter shades in the column of a given team designate significant periods of absence. Last updated: Ladle 62; source file: https://docs.google.com/spreadsheet/pub?key=0Al8u0xYMadkldDRnb082UVV2VjJEbklyUWVaMV85N1E&single=true&gid=0&range=P67%3AA1&output=html<br />
<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:WarSumoRR26&diff=59273
Template:WarSumoRR26
2021-11-28T20:50:08Z
<p>Sinewav: </p>
<hr />
<div>{{6TeamRoundRobinBracket<br />
|RD1-server1='''Z-man's GER'''<br />
|RD1-server2=<br />
|RD1-team1='''placeholder'''<br />
|RD1-score1='''1000'''<br />
|RD1-team2=American Breakfast Club<br />
|RD1-score2=570<br />
<br />
|RD1-server3='''Nanu's EU'''<br />
|RD1-server4=<br />
|RD1-team3='''Bro WTF??'''<br />
|RD1-score3='''1000'''<br />
|RD1-team4=Commonwealth Navy Rats<br />
|RD1-score4=450<br />
<br />
|RD1-server5='''Deso's EU'''<br />
|RD1-server6=<br />
|RD1-team5=ToxicTronners<br />
|RD1-score5=630<br />
|RD1-team6='''is this still happening?'''<br />
|RD1-score6='''1000'''<br />
<br />
|RD2-server1='''Deso's NY'''<br />
|RD2-server2=<br />
|RD2-team1=Commonwealth Navy Rats<br />
|RD2-score1=720<br />
|RD2-team2='''ToxicTronners'''<br />
|RD2-score2='''1000'''<br />
<br />
|RD2-server3='''Deso's EU'''<br />
|RD2-server4=<br />
|RD2-team3='''placeholder'''<br />
|RD2-score3='''1000'''<br />
|RD2-team4=is this still happening?<br />
|RD2-score4=960<br />
<br />
|RD2-server5='''Deso's NY 2'''<br />
|RD2-server6=<br />
|RD2-team5='''American Breakfast Club'''<br />
|RD2-score5='''1000'''<br />
|RD2-team6=Bro WTF??<br />
|RD2-score6=930<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=<br />
|RD3-team1='''is this still happening?'''<br />
|RD3-score1='''1000'''<br />
|RD3-team2=Commonwealth Navy Rats<br />
|RD3-score2=380<br />
<br />
|RD3-server3='''Nanu's EU'''<br />
|RD3-server4=<br />
|RD3-team3='''ToxicTronners'''<br />
|RD3-score3='''1000'''<br />
|RD3-team4=American Breakfast Club<br />
|RD3-score4=900<br />
<br />
|RD3-server5='''Deso's NY 2'''<br />
|RD3-server6=<br />
|RD3-team5='''placeholder'''<br />
|RD3-score5='''1000'''<br />
|RD3-team6=Bro WTF??<br />
|RD3-score6=870<br />
<br />
|RD4-server1='''Deso's NY'''<br />
|RD4-server2=<br />
|RD4-team1='''Bro WTF??'''<br />
|RD4-score1='''1000'''<br />
|RD4-team2=ToxicTronners<br />
|RD4-score2=780<br />
<br />
|RD4-server3='''Deso's EU'''<br />
|RD4-server4=<br />
|RD4-team3=American Breakfast Club<br />
|RD4-score3=630<br />
|RD4-team4='''is this still happening?'''<br />
|RD4-score4='''1000'''<br />
<br />
|RD4-server5='''Nanu's EU'''<br />
|RD4-server6=<br />
|RD4-team5=Commonwealth Navy Rats<br />
|RD4-score5=540<br />
|RD4-team6='''placeholder'''<br />
|RD4-score6='''1000'''<br />
<br />
|RD5-server1='''Z-man's GER'''<br />
|RD5-server2=<br />
|RD5-team1=is this still happening<br />
|RD5-score1=<br />
|RD5-team2=Bro WTF??<br />
|RD5-score2=<br />
<br />
|RD5-server3='''Deso's NY 2'''<br />
|RD5-server4=<br />
|RD5-team3=placeholder<br />
|RD5-score3=<br />
|RD5-team4=ToxicTronners<br />
|RD5-score4=<br />
<br />
|RD5-server5='''Nanu's EU'''<br />
|RD5-server6=<br />
|RD5-team5='''Commonwealth Navy Rats'''<br />
|RD5-score5='''1000'''<br />
|RD5-team6=American Breakfast Club<br />
|RD5-score6=960<br />
<br />
|RD6-server1='''Deso's NY'''<br />
|RD6-server2=Deso's EU<br />
|RD6-team1=<br />
|RD6-score1=<br />
|RD6-team2=<br />
|RD6-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:WarSumoRR26&diff=59269
Template:WarSumoRR26
2021-11-28T20:21:40Z
<p>Sinewav: </p>
<hr />
<div>{{6TeamRoundRobinBracket<br />
|RD1-server1='''Z-man's GER'''<br />
|RD1-server2=<br />
|RD1-team1='''placeholder'''<br />
|RD1-score1='''1000'''<br />
|RD1-team2=American Breakfast Club<br />
|RD1-score2=570<br />
<br />
|RD1-server3='''Nanu's EU'''<br />
|RD1-server4=<br />
|RD1-team3='''Bro WTF??'''<br />
|RD1-score3='''1000'''<br />
|RD1-team4=Commonwealth Navy Rats<br />
|RD1-score4=450<br />
<br />
|RD1-server5='''Deso's EU'''<br />
|RD1-server6=<br />
|RD1-team5=ToxicTronners<br />
|RD1-score5=630<br />
|RD1-team6='''is this still happening?'''<br />
|RD1-score6='''1000'''<br />
<br />
|RD2-server1='''Deso's NY'''<br />
|RD2-server2=<br />
|RD2-team1=Commonwealth Navy Rats<br />
|RD2-score1=720<br />
|RD2-team2=ToxicTronners<br />
|RD2-score2='''1000'''<br />
<br />
|RD2-server3='''Deso's EU'''<br />
|RD2-server4=<br />
|RD2-team3='''placeholder'''<br />
|RD2-score3='''1000'''<br />
|RD2-team4=is this still happening?<br />
|RD2-score4=960<br />
<br />
|RD2-server5='''Deso's NY 2'''<br />
|RD2-server6=<br />
|RD2-team5='''American Breakfast Club'''<br />
|RD2-score5='''1000'''<br />
|RD2-team6=Bro WTF??<br />
|RD2-score6=930<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=<br />
|RD3-team1='''is this still happening?'''<br />
|RD3-score1='''1000'''<br />
|RD3-team2=Commonwealth Navy Rats<br />
|RD3-score2=380<br />
<br />
|RD3-server3='''Nanu's EU'''<br />
|RD3-server4=<br />
|RD3-team3='''ToxicTronners'''<br />
|RD3-score3='''1000'''<br />
|RD3-team4=American Breakfast Club<br />
|RD3-score4=900<br />
<br />
|RD3-server5='''Deso's NY 2'''<br />
|RD3-server6=<br />
|RD3-team5='''placeholder'''<br />
|RD3-score5='''1000'''<br />
|RD3-team6=Bro WTF??<br />
|RD3-score6=870<br />
<br />
|RD4-server1='''Deso's NY'''<br />
|RD4-server2=<br />
|RD4-team1=Bro WTF??<br />
|RD4-score1=<br />
|RD4-team2=ToxicTronners<br />
|RD4-score2=<br />
<br />
|RD4-server3='''Deso's EU'''<br />
|RD4-server4=<br />
|RD4-team3=American Breakfast Club<br />
|RD4-score3=630<br />
|RD4-team4='''is this still happening?'''<br />
|RD4-score4='''1000'''<br />
<br />
|RD4-server5='''Nanu's EU'''<br />
|RD4-server6=<br />
|RD4-team5=Commonwealth Navy Rats<br />
|RD4-score5=<br />
|RD4-team6=placeholder<br />
|RD4-score6=<br />
<br />
|RD5-server1='''Z-man's GER'''<br />
|RD5-server2=<br />
|RD5-team1=is this still happening<br />
|RD5-score1=<br />
|RD5-team2=Bro WTF??<br />
|RD5-score2=<br />
<br />
|RD5-server3='''Deso's NY 2'''<br />
|RD5-server4=<br />
|RD5-team3=placeholder<br />
|RD5-score3=<br />
|RD5-team4=ToxicTronners<br />
|RD5-score4=<br />
<br />
|RD5-server5='''Nanu's EU'''<br />
|RD5-server6=<br />
|RD5-team5=Commonwealth Navy Rats<br />
|RD5-score5=<br />
|RD5-team6=American Breakfast Club<br />
|RD5-score6=<br />
<br />
|RD6-server1='''Deso's NY'''<br />
|RD6-server2=Deso's EU<br />
|RD6-team1=<br />
|RD6-score1=<br />
|RD6-team2=<br />
|RD6-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:WarSumoRR26&diff=59266
Template:WarSumoRR26
2021-11-28T20:05:21Z
<p>Sinewav: </p>
<hr />
<div>{{6TeamRoundRobinBracket<br />
|RD1-server1='''Z-man's GER'''<br />
|RD1-server2=<br />
|RD1-team1='''placeholder'''<br />
|RD1-score1='''1000'''<br />
|RD1-team2=American Breakfast Club<br />
|RD1-score2=570<br />
<br />
|RD1-server3='''Nanu's EU'''<br />
|RD1-server4=<br />
|RD1-team3='''Bro WTF??'''<br />
|RD1-score3='''1000'''<br />
|RD1-team4=Commonwealth Navy Rats<br />
|RD1-score4=450<br />
<br />
|RD1-server5='''Deso's EU'''<br />
|RD1-server6=<br />
|RD1-team5=ToxicTronners<br />
|RD1-score5=630<br />
|RD1-team6='''is this still happening?'''<br />
|RD1-score6='''1000'''<br />
<br />
|RD2-server1='''Deso's NY'''<br />
|RD2-server2=<br />
|RD2-team1=Commonwealth Navy Rats<br />
|RD2-score1=720<br />
|RD2-team2=ToxicTronners<br />
|RD2-score2='''1000'''<br />
<br />
|RD2-server3='''Deso's EU'''<br />
|RD2-server4=<br />
|RD2-team3='''placeholder'''<br />
|RD2-score3='''1000'''<br />
|RD2-team4=is this still happening?<br />
|RD2-score4=960<br />
<br />
|RD2-server5='''Deso's NY 2'''<br />
|RD2-server6=<br />
|RD2-team5='''American Breakfast Club'''<br />
|RD2-score5='''1000'''<br />
|RD2-team6=Bro WTF??<br />
|RD2-score6=930<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=<br />
|RD3-team1=is this still happening?<br />
|RD3-score1=<br />
|RD3-team2=Commonwealth Navy Rats<br />
|RD3-score2=<br />
<br />
|RD3-server3='''Nanu's EU'''<br />
|RD3-server4=<br />
|RD3-team3='''ToxicTronners'''<br />
|RD3-score3='''1000'''<br />
|RD3-team4=American Breakfast Club<br />
|RD3-score4=900<br />
<br />
|RD3-server5='''Deso's NY 2'''<br />
|RD3-server6=<br />
|RD3-team5=placeholder<br />
|RD3-score5=<br />
|RD3-team6=Bro WTF??<br />
|RD3-score6=<br />
<br />
|RD4-server1='''Deso's NY'''<br />
|RD4-server2=<br />
|RD4-team1=Bro WTF??<br />
|RD4-score1=<br />
|RD4-team2=ToxicTronners<br />
|RD4-score2=<br />
<br />
|RD4-server3='''Deso's EU'''<br />
|RD4-server4=<br />
|RD4-team3=American Breakfast Club<br />
|RD4-score3=<br />
|RD4-team4=is this still happening?<br />
|RD4-score4=<br />
<br />
|RD4-server5='''Nanu's EU'''<br />
|RD4-server6=<br />
|RD4-team5=Commonwealth Navy Rats<br />
|RD4-score5=<br />
|RD4-team6=placeholder<br />
|RD4-score6=<br />
<br />
|RD5-server1='''Z-man's GER'''<br />
|RD5-server2=<br />
|RD5-team1=is this still happening<br />
|RD5-score1=<br />
|RD5-team2=Bro WTF??<br />
|RD5-score2=<br />
<br />
|RD5-server3='''Deso's NY 2'''<br />
|RD5-server4=<br />
|RD5-team3=placeholder<br />
|RD5-score3=<br />
|RD5-team4=ToxicTronners<br />
|RD5-score4=<br />
<br />
|RD5-server5='''Nanu's EU'''<br />
|RD5-server6=<br />
|RD5-team5=Commonwealth Navy Rats<br />
|RD5-score5=<br />
|RD5-team6=American Breakfast Club<br />
|RD5-score6=<br />
<br />
|RD6-server1='''Deso's NY'''<br />
|RD6-server2=Deso's EU<br />
|RD6-team1=<br />
|RD6-score1=<br />
|RD6-team2=<br />
|RD6-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Template:WarSumoRR26&diff=59263
Template:WarSumoRR26
2021-11-28T19:46:38Z
<p>Sinewav: </p>
<hr />
<div>{{6TeamRoundRobinBracket<br />
|RD1-server1='''Z-man's GER'''<br />
|RD1-server2=<br />
|RD1-team1='''placeholder'''<br />
|RD1-score1='''1000'''<br />
|RD1-team2=American Breakfast Club<br />
|RD1-score2=570<br />
<br />
|RD1-server3='''Nanu's EU'''<br />
|RD1-server4=<br />
|RD1-team3='''Bro WTF??'''<br />
|RD1-score3='''1000'''<br />
|RD1-team4=Commonwealth Navy Rats<br />
|RD1-score4=450<br />
<br />
|RD1-server5='''Deso's EU'''<br />
|RD1-server6=<br />
|RD1-team5=ToxicTronners<br />
|RD1-score5=630<br />
|RD1-team6='''is this still happening?'''<br />
|RD1-score6='''1000'''<br />
<br />
|RD2-server1='''Deso's NY'''<br />
|RD2-server2=<br />
|RD2-team1=Commonwealth Navy Rats<br />
|RD2-score1=720<br />
|RD2-team2=ToxicTronners<br />
|RD2-score2='''1000'''<br />
<br />
|RD2-server3='''Deso's EU'''<br />
|RD2-server4=<br />
|RD2-team3=placeholder<br />
|RD2-score3=<br />
|RD2-team4=is this still happening?<br />
|RD2-score4=<br />
<br />
|RD2-server5='''Deso's NY 2'''<br />
|RD2-server6=<br />
|RD2-team5='''American Breakfast Club'''<br />
|RD2-score5='''1000'''<br />
|RD2-team6=Bro WTF??<br />
|RD2-score6=930<br />
<br />
|RD3-server1='''Deso's NY'''<br />
|RD3-server2=<br />
|RD3-team1=is this still happening?<br />
|RD3-score1=<br />
|RD3-team2=Commonwealth Navy Rats<br />
|RD3-score2=<br />
<br />
|RD3-server3='''Nanu's EU'''<br />
|RD3-server4=<br />
|RD3-team3=ToxicTronners<br />
|RD3-score3=<br />
|RD3-team4=American Breakfast Club<br />
|RD3-score4=<br />
<br />
|RD3-server5='''Deso's NY 2'''<br />
|RD3-server6=<br />
|RD3-team5=placeholder<br />
|RD3-score5=<br />
|RD3-team6=Bro WTF??<br />
|RD3-score6=<br />
<br />
|RD4-server1='''Deso's NY'''<br />
|RD4-server2=<br />
|RD4-team1=Bro WTF??<br />
|RD4-score1=<br />
|RD4-team2=ToxicTronners<br />
|RD4-score2=<br />
<br />
|RD4-server3='''Deso's EU'''<br />
|RD4-server4=<br />
|RD4-team3=American Breakfast Club<br />
|RD4-score3=<br />
|RD4-team4=is this still happening?<br />
|RD4-score4=<br />
<br />
|RD4-server5='''Nanu's EU'''<br />
|RD4-server6=<br />
|RD4-team5=Commonwealth Navy Rats<br />
|RD4-score5=<br />
|RD4-team6=placeholder<br />
|RD4-score6=<br />
<br />
|RD5-server1='''Z-man's GER'''<br />
|RD5-server2=<br />
|RD5-team1=is this still happening<br />
|RD5-score1=<br />
|RD5-team2=Bro WTF??<br />
|RD5-score2=<br />
<br />
|RD5-server3='''Deso's NY 2'''<br />
|RD5-server4=<br />
|RD5-team3=placeholder<br />
|RD5-score3=<br />
|RD5-team4=ToxicTronners<br />
|RD5-score4=<br />
<br />
|RD5-server5='''Nanu's EU'''<br />
|RD5-server6=<br />
|RD5-team5=Commonwealth Navy Rats<br />
|RD5-score5=<br />
|RD5-team6=American Breakfast Club<br />
|RD5-score6=<br />
<br />
|RD6-server1='''Deso's NY'''<br />
|RD6-server2=Deso's EU<br />
|RD6-team1=<br />
|RD6-score1=<br />
|RD6-team2=<br />
|RD6-score2=<br />
}}</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=WST&diff=59224
WST
2021-11-17T23:43:07Z
<p>Sinewav: /* Players without a team */</p>
<hr />
<div><center><font size="7">W S T</font></center><br><br />
<center><font size="5">War Sumo Tournament {{WarSumo|number}} - {{WarSumo|date}} </font></center><br />
<br />
{{:WarSumoTournament/Blurb}}<br />
<font size="4">[https://forums3.armagetronad.net/viewtopic.php?f=60&t=38443 '''{{WarSumo|date}}''']</font><br />
6pmGMT<br />
<br />
=General Information=<br />
===About===<br />
*This is the War Sumo Tournament.<br />
*Times and brackets are listed below.<br />
*You will also find official settings and guidelines below.<br />
<br />
===Rules===<br />
*Each team is allowed only 3 players (and 2 subs). This is a '''3v3''' tournament.<br />
*Servers will be chosen and positioned on the brackets.<br />
*Teams will be randomized then placed on the brackets.<br />
*Team editing will be '''locked''' after the brackets are up.<br />
*To participate, all teams are required to have a minimum of '''three''' members and a maximum of '''five'''. Any more than three will only count as substitution.<br />
*A team can switch around their substitutions whenever they feel like it. As long as there's a maximum of 3 team members on the grid at one time.<br />
*Each player is allowed to be signed up to only '''one''' team, but may switch teams on the day of the event, if their first team is full.<br />
*If you have '''played''' a match with a team, you are '''NOT''' allowed to join another team as you have already locked yourself with the previous team by playing with them.<br />
*On the day of the event, team captains are allowed to replace any of their members that do not show up.<br />
*If a team only has 2 players, the other teams captain will then decide if the other team can play or not.<br />
*Each team has 5 minutes after the posted time to be ready or they will be forced to forfeit. If the other team is in a match from a previous round in the tournament they will have 8 minutes after the match to get their team ready and the match started.<br />
*Be friendly and have fun.<br />
*In case a tiebreaker is needed after the round robin matchups, the tied teams will each play each other once more for '''5 rounds only'''. If the teams are still tied after this, then '''point differential''' of these 5 round matches will be used. If the teams are still tied with point differential, the advancing teams will be randomly chosen from the remaining tied teams.<br />
<br />
===Settings===<br />
<!-- *The WST [http://img690.imageshack.us/img690/7383/wts.png map]. --><br />
*The new WST [http://resource.armagetronad.net/display/Titanoboa/warsumo/modern-2.2.aamap.xml map]<br />
*The tournament will be set up with a round robin opening, with top 2 teams from each group going into a final, 2 round bracket<br />
*First team to reach 1000 points wins a match.<br />
*Round robin matches are played best of 1 match.<br />
*Final bracket matches are played best 2 out of 3 matches.<br />
<br />
===Server Settings===<br />
<br />
RINCLUDE Desolate/wst/WST_settings_v2.cfg(http://resource.armagetronad.net/resource/Desolate/wst/WST_settings_v2.cfg)<br />
RINCLUDE Desolate/wst/WST25_auths.cfg(http://resource.armagetronad.net/resource/Desolate/wst/WST25_auths.cfg)<br />
SERVER_NAME 0x8db6cdWST {{WarSumo|number}} 0x00688b(Host Name - Location)<br />
<br />
=Sign-ups=<br />
===Players without a team===<br />
Add your name here if you're looking to join a team. A person looking to create or find someone for their team will hopefully contact you. If enough people are listed when brackets are created, they will be placed into teams automatically.<br />
*'''Name''' <code>Global ID (@forums)</code><br />
<!--*'''sine.wav''' <code>sinewav@forums</code> probably can't make it--><br />
*'''Jam''' <code>Jam123@forums</code><br />
<br />
== Teams ==<br />
To add your team onto the list, simply fill in this template and then post it at the end of the list.<br />
#'''TEAMNAMEHERE''' | Captain(@forums) | Player 2 | Player 3 | Optional sub 1: | Optional sub 2:<br />
<br />
=Servers=<br />
<br />
===Server List===<br />
<nowiki>* '''Server Name''' ([[User talk:ServerAdmin|ServerAdmin]]) <code>Address:Port</code> ''Location''</nowiki><br />
<br />
<u>North America</u><br />
<br />
<!-- * '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(ritsuka's USA)</span></span>''' ([[User:Ritsuka|ritsuka]]) <code>104.137.69.189:60155</code> ''Texas, USA'' --><br />
<br />
* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 23</span> <span style="color: rgb(0,104,139)">(kevinh.us)</span></span>''' ([[User:Armanelgtron|Armanelgtron]]) <code>armagetron.kevinh.us:4574</code> ''New York, USA'' <br />
<br />
* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Deso's NY)</span></span>''' ([[User:Desolate|Deso]]) <code>66.23.237.74:4537</code> ''New York, USA''<br />
<br />
<u>Europe</u><br />
<br />
* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Z-Man's Germany)</span></span>''' ([[User:Z-man|Z-Man]]) <code>vps-zman.armagetronad.org:4534</code> ''Frankfurt, Germany''<br />
<br />
* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Z-Man's Germany 2)</span></span>''' ([[User:Z-man|Z-Man]]) <code>builder.armagetronad.org:4534</code> ''Munich, Germany''<br />
<br />
* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Deso's EU)</span></span>''' ([[User:Desolate|Deso]]) <code>176.9.45.134:4537</code> ''Frankfurt, Germany''<br />
<br />
=Challenge Board=<br />
===Round Robin===<br />
<br />
To edit the round robin matchups and table change [[Template:WarSumoRR{{WarSumo|number}}]] and [[Template:WarSumoRRTable{{WarSumo|number}}]]<br />
<br />
{{Template:WarSumoRR{{WarSumo|number}}}}<br />
<br />
{{Template:WarSumoRRTable{{WarSumo|number}}}}<br />
<br />
===Final Brackets===<br />
<br />
To edit the brackets change [[Template:WarSumoBrackets{{WarSumo|number}}]]<br />
<br />
{{Template:WarSumoBrackets{{WarSumo|number}}}}<br />
<br />
[[Category:War Sumo Tournament]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=WST&diff=59218
WST
2021-11-09T21:48:02Z
<p>Sinewav: /* Players without a team */</p>
<hr />
<div><center><font size="7">W S T</font></center><br><br />
<center><font size="5">War Sumo Tournament {{WarSumo|number}} - {{WarSumo|date}} </font></center><br />
<br />
{{:WarSumoTournament/Blurb}}<br />
<font size="4">[https://forums3.armagetronad.net/viewtopic.php?f=60&t=38443 '''{{WarSumo|date}}''']</font><br />
6pmGMT<br />
<br />
=General Information=<br />
===About===<br />
*This is the War Sumo Tournament.<br />
*Times and brackets are listed below.<br />
*You will also find official settings and guidelines below.<br />
<br />
===Rules===<br />
*Each team is allowed only 3 players (and 2 subs). This is a '''3v3''' tournament.<br />
*Servers will be chosen and positioned on the brackets.<br />
*Teams will be randomized then placed on the brackets.<br />
*Team editing will be '''locked''' after the brackets are up.<br />
*To participate, all teams are required to have a minimum of '''three''' members and a maximum of '''five'''. Any more than three will only count as substitution.<br />
*A team can switch around their substitutions whenever they feel like it. As long as there's a maximum of 3 team members on the grid at one time.<br />
*Each player is allowed to be signed up to only '''one''' team, but may switch teams on the day of the event, if their first team is full.<br />
*If you have '''played''' a match with a team, you are '''NOT''' allowed to join another team as you have already locked yourself with the previous team by playing with them.<br />
*On the day of the event, team captains are allowed to replace any of their members that do not show up.<br />
*If a team only has 2 players, the other teams captain will then decide if the other team can play or not.<br />
*Each team has 5 minutes after the posted time to be ready or they will be forced to forfeit. If the other team is in a match from a previous round in the tournament they will have 8 minutes after the match to get their team ready and the match started.<br />
*Be friendly and have fun.<br />
*In case a tiebreaker is needed after the round robin matchups, the tied teams will each play each other once more for '''5 rounds only'''. If the teams are still tied after this, then '''point differential''' of these 5 round matches will be used. If the teams are still tied with point differential, the advancing teams will be randomly chosen from the remaining tied teams.<br />
<br />
===Settings===<br />
<!-- *The WST [http://img690.imageshack.us/img690/7383/wts.png map]. --><br />
*The new WST [http://resource.armagetronad.net/display/Titanoboa/warsumo/modern-2.2.aamap.xml map]<br />
*The tournament will be set up with a round robin opening, with top 2 teams from each group going into a final, 2 round bracket<br />
*First team to reach 1000 points wins a match.<br />
*Round robin matches are played best of 1 match.<br />
*Final bracket matches are played best 2 out of 3 matches.<br />
<br />
===Server Settings===<br />
<br />
RINCLUDE Desolate/wst/WST_settings_v2.cfg(http://resource.armagetronad.net/resource/Desolate/wst/WST_settings_v2.cfg)<br />
RINCLUDE Desolate/wst/WST25_auths.cfg(http://resource.armagetronad.net/resource/Desolate/wst/WST25_auths.cfg)<br />
SERVER_NAME 0x8db6cdWST {{WarSumo|number}} 0x00688b(Host Name - Location)<br />
<br />
=Sign-ups=<br />
===Players without a team===<br />
Add your name here if you're looking to join a team. A person looking to create or find someone for their team will hopefully contact you. If enough people are listed when brackets are created, they will be placed into teams automatically.<br />
*'''Name''' <code>Global ID (@forums)</code><br />
*'''sine.wav''' <code>sinewav@forums</code><br />
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== Teams ==<br />
To add your team onto the list, simply fill in this template and then post it at the end of the list.<br />
#'''TEAMNAMEHERE''' | Captain(@forums) | Player 2 | Player 3 | Optional sub 1: | Optional sub 2:<br />
<br />
=Servers=<br />
<br />
===Server List===<br />
<nowiki>* '''Server Name''' ([[User talk:ServerAdmin|ServerAdmin]]) <code>Address:Port</code> ''Location''</nowiki><br />
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<u>North America</u><br />
<br />
<!-- * '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(ritsuka's USA)</span></span>''' ([[User:Ritsuka|ritsuka]]) <code>104.137.69.189:60155</code> ''Texas, USA'' --><br />
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* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 23</span> <span style="color: rgb(0,104,139)">(kevinh.us)</span></span>''' ([[User:Armanelgtron|Armanelgtron]]) <code>armagetron.kevinh.us:4574</code> ''New York, USA'' <br />
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* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Deso's NY)</span></span>''' ([[User:Desolate|Deso]]) <code>66.23.237.74:4537</code> ''New York, USA''<br />
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<u>Europe</u><br />
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* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Z-Man's Germany)</span></span>''' ([[User:Z-man|Z-Man]]) <code>vps-zman.armagetronad.org:4534</code> ''Frankfurt, Germany''<br />
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* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Z-Man's Germany 2)</span></span>''' ([[User:Z-man|Z-Man]]) <code>builder.armagetronad.org:4534</code> ''Munich, Germany''<br />
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* '''<span style="background: rgb(0,0,0)"><span style="color: rgb(141,182,205)">WST 22</span> <span style="color: rgb(0,104,139)">(Deso's EU)</span></span>''' ([[User:Desolate|Deso]]) <code>176.9.45.134:4537</code> ''Frankfurt, Germany''<br />
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=Challenge Board=<br />
===Round Robin===<br />
<br />
To edit the round robin matchups and table change [[Template:WarSumoRR{{WarSumo|number}}]] and [[Template:WarSumoRRTable{{WarSumo|number}}]]<br />
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{{Template:WarSumoRR{{WarSumo|number}}}}<br />
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{{Template:WarSumoRRTable{{WarSumo|number}}}}<br />
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===Final Brackets===<br />
<br />
To edit the brackets change [[Template:WarSumoBrackets{{WarSumo|number}}]]<br />
<br />
{{Template:WarSumoBrackets{{WarSumo|number}}}}<br />
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[[Category:War Sumo Tournament]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59209
Sumo
2021-11-08T23:33:54Z
<p>Sinewav: /* TL;DR */</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
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==== Setting up and Holding Space ====<br />
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===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
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=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
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* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br />
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If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br />
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Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br />
<br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are [http://vps-zman.armagetronad.org/~manuel/armarecordings/ recordings] available of old matches, and you can learn a lot from watching those as well.<br />
<br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
<br />
Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br />
<br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br />
<br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br />
<br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br />
<br />
== TL;DR == <br />
Sumo is not all [[User:Sinewav | luck]].<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=User:Sinewav&diff=59208
User:Sinewav
2021-11-08T23:33:20Z
<p>Sinewav: </p>
<hr />
<div>I downloaded my first copy of Armagetron in early 2002. I only played locally, but didn't like it as much as other lightcycle games so I deleted it after a few days. In December 2007 I decided to try it again, but this time I played online. Since then I've been addicted.<br />
<br />
<br />
'''ArmagetronAd is more than just a game to me - it's a creative outlet.'''<br />
<br />
* I've made lots of textures and models, most of which can be found [http://forums3.armagetronad.net/viewtopic.php?f=47&t=18392 here].<br />
<br />
* There is some music I wrote for (inspired by) the game called [//adventuresoftron.com/alert/ ALERT! Restricted Mainframe Access]<br />
<br />
* I created some [//adventuresoftron.com/aa/arma03sounds.zip sound effects] in anticipation of a future Arma version.<br />
<br />
* Some [[moviesounds]] I made are in the .zip above and this [http://forums3.armagetronad.net/viewtopic.php?f=53&t=20220 thread].<br />
<br />
* A [//adventuresoftron.com promotional video] I did turned out pretty well.<br />
<br />
* I am responsible for the [[Servers#Adventures_of_TRON | Adventures of TRON]] family of servers. They are totally awesome.<br />
<br />
* Sometimes I use Arma for [//forums3.armagetronad.net/viewtopic.php?f=47&t=18705 purely artistic purposes].<br />
<br />
* I wrote [//adventuresoftron.com/ladle some web-tools] to make tournaments run a little easier.<br />
<br />
* How about this [//adventuresoftron.com/abc/ achievement badge creator]? Sweet, huh?<br />
<br />
* After years of not having one, I finally wrote up a [[Capture_the_Flag | Capture the Flag]] strategy guide. (Includes a 15 page manual on defense, plus a couple essays on holing and base-camping.)<br />
<br />
* And I've even done streaming commentary on Ladles.<br />
<br />
* I won a few tournaments:<br />
** Ladle 49<br />
** Brawl 13<br />
** Brawl 21<br />
** Illegal Exit 1<br />
** Illegal Exit 2<br />
<br />
* Also won Tronnies in the years 2010, 2011, 2012, & 2013.<br />
<br />
I'm sometimes mocked for my catchphrase, "sumo is luck." There just happens to be more scoring randomness in Sumo than other game modes because of it's design, and a little luck goes a long way in Sumo.</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59207
Sumo
2021-11-08T23:29:37Z
<p>Sinewav: /* How to Improve */ misplaced bullet point</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
<br />
The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
<br />
The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
<br />
The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
<br />
===== Connections and Pressure Points =====<br />
<br />
Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
<br />
===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
<br />
=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
<br />
=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
<br />
=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
<br />
=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
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* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br />
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If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br />
<br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br />
<br />
== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br />
<br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are [http://vps-zman.armagetronad.org/~manuel/armarecordings/ recordings] available of old matches, and you can learn a lot from watching those as well.<br />
<br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
<br />
Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br />
<br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br />
<br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br />
<br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59206
Sumo
2021-11-08T23:29:12Z
<p>Sinewav: /* Scoring Points */ formatting</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
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==== Setting up and Holding Space ====<br />
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===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
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=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
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* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br />
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If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br />
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Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br />
<br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are [http://vps-zman.armagetronad.org/~manuel/armarecordings/ recordings] available of old matches, and you can learn a lot from watching those as well.<br />
<br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br />
<br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br />
<br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br />
<br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59205
Sumo
2021-11-08T23:27:30Z
<p>Sinewav: /* How to Improve */ Replaced incorrect link to recordings</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
<br />
===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
<br />
===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
<br />
=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
<br />
=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
<br />
== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br />
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Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are [http://vps-zman.armagetronad.org/~manuel/armarecordings/ recordings] available of old matches, and you can learn a lot from watching those as well.<br />
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Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br />
<br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br />
<br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br />
<br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59204
Sumo
2021-11-08T23:12:03Z
<p>Sinewav: /* Organization */</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
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=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59203
Sumo
2021-11-08T23:04:16Z
<p>Sinewav: /* Establishing and Expanding */ link to glossary</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and [[Glossary#Camping | camp]]. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch Appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
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=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59202
Sumo
2021-11-08T23:01:13Z
<p>Sinewav: /* Organization */</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch Appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
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=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59201
Sumo
2021-11-08T22:30:39Z
<p>Sinewav: /* Connections and Pressure Points */ replaced "zones" with "spaces" to avoid confusion with Sumo Zone</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players spaces where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59200
Sumo
2021-11-08T22:27:59Z
<p>Sinewav: /* Positioning */ added paragraph breaks and heading for sub-topic</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning.<br />
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The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others.<br />
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The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills.<br />
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The third/last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
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===== Connections and Pressure Points =====<br />
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Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players zones where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
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===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
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=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
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As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
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=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
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=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
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=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
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== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59199
Sumo
2021-11-08T22:18:45Z
<p>Sinewav: /* Establishing and Expanding */ interlinked</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is [[Sumo#Axis_Changing | axis changing]] poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning. The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others. The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills. The last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players zones where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
<br />
===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
<br />
=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
<br />
As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
<br />
=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
<br />
=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
<br />
=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
<br />
== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Glossary&diff=59198
Glossary
2021-11-08T22:14:28Z
<p>Sinewav: /* Külting */ crosslink</p>
<hr />
<div>The following alphabetised list summarises some of the terms used by players for gaming in general, as well as Armagetron-specific jargon.<br />
<br />
=== Abbreviations ===<br />
<br />
{| class="wikitable"<br />
|'''DC'''<br />
| Disconnect.<br />
|-<br />
|'''GG/GM/GZ'''<br />
| Congratulatory variations of good game, good going, good match, and sometimes good zone. Almost always at the end of a match.<br />
|-<br />
|'''GL'''<br />
| Good Luck. Usually, followed by HF (have fun) at the beginning of a competitive match. <br />
|-<br />
|'''HF'''<br />
| Have fun!<br />
|-<br />
|'''NF/GF'''<br />
| Nice/Good Fight, usually after an intense 1v1 in Dogfight or Sumo<br />
|-<br />
|'''NPH'''<br />
| No Point Hole. In Fortress, a special move that allows holing while conserving points.<br />
|-<br />
|'''PT'''<br />
| Perfect Turn: Making an extremely precise turn around an outside corner.<br />
|-<br />
|'''TK'''<br />
| Team Kill<br />
|-<br />
|'''VC'''<br />
| Voice Chat<br />
|-<br />
|'''WD'''<br />
| Well Done<br />
|}<br />
<br />
=== Backdoor ===<br />
Escaping a boxing situation by tunneling between yours and your opponent's trail, usually leading to an opening or at least positioning you near the end of their trail.<br />
<br />
=== Binding ===<br />
Generally, to assign a key to an action. You might bind a left arrow key to a left turn. Binding two keys to a turn is double-binding, and three keys is triple-binding. However, sometimes turns are described as "binding." For example, instead of saying you turned left three times you might say "I triple-binded."<br />
<br />
=== Boxing ===<br />
Boxing is simply driving a wall completely around another player, so he can't escape and will eventually run into it. Some players like to create a tight [[Glossary#Sealing|seal]] on their exit from this manoeuvre by [[Glossary#Digging|Digging]] a wall, other players like to give their victim a small chance of escape and do not [[Glossary#Sealing|seal]] the box completely.<br />
<br />
=== Camping ===<br />
Camping is generally defined as the deliberate avoidance of confrontation by working an area of the grid away from other players, and therefore needlessly prolonging a match. [[Glossary#Boxing|Boxing]] yourself into an area of the [[Glossary#Game Grid|Game Grid]] in order to 'camp it out' is seen as very dishonourable.<br />
<br />
See [[Camping]]<br />
<br />
=== Capture the Flag (CTF) ===<br />
Capture the Flag is a game mode in which opposing teams try to return the enemy's flag to their own zone, whilst defending their own flag. Complex strategies can unfold, with individual players defending their own flag, [[Glossary#Spawn Point|re-Spawning]] core dumped players by driving through their own zone and defending the player currently holding the enemy flag.<br />
<br />
See [[Capture the Flag]]<br />
<br />
=== Centering ===<br />
In Fortress, driving inside the other team's grind in order to reach their zone. Usually done by player's in the Center position.<br />
<br />
=== Core Dump ===<br />
To 'de-rez' or kill an opponent on the Game Grid, by causing them to drive into a wall.<br />
<br />
=== Cutting ===<br />
Cutting is the simplest way of attacking an enemy [[Glossary#Zone|Zone]], essentially driving your cycle through the gap between the goalie and the end of his wall, 'Cutting' him off.<br />
<br />
See [[Cutting]]<br />
<br />
=== Digging ===<br />
Although technically a misuse of the [[Glossary#Rubber|rubber]] mechanics in Armagetron Advanced, it is essential to understand the basics of digging in order to survive on the [[Glossary#Game Grid|game grid]]. Digging refers to the use of a players [[Glossary#Rubber|Rubber]] reserves to get as close as possible to a wall without dying, before turning to grind.<br />
<br />
See [[Digging]]<br />
<br />
=== Double / Triple Binding ===<br />
The act of associating multiple keys to the same action, such as turning. By pressing multiple keys in succession it is possible to execute very tight turns.<br />
<br />
See [[Double Binding]]<br />
<br />
=== Fortress ===<br />
Fortress is a game mode, in which opposing teams try to overwhelm and 'capture' each other's zones. This game mode is very often played in two teams, with one or two players defending their [[Glossary#Zone|Zone]] while the others attack the enemy.<br />
<br />
See [[Fortress]]<br />
<br />
=== Game Client (or Client) ===<br />
The game client is the software that allows you to play Armagetron Advanced, and is most often simply called 'the game'. It takes user input from the keyboard, and displays a graphical representation of what is happening in the game to the screen. The game client also has a large number of different settings, allowing for different input configurations, detail settings, player profiles, etc. Plus the ability to connect to a [[Glossary#Server|server]] on the internet, allowing for on-line play against other human opponents from around the world.<br />
<br />
See [[Installing the Game]]<br />
<br />
=== Game Grid ===<br />
The playing area that a game of Armagetron takes place within. This could be an size and shape depending on the current [[Glossary#Map|Map]].<br />
<br />
=== Ganking ===<br />
Literally slang for "stealing", a gank describes conquering a [[Fortress]] zone with a ''compromised but unbroken'' defense. Over time, ganking has become synonymous with conquering any Fortress zone, no matter it's state of defense.<br />
<br />
=== Grinding ===<br />
The act of running very close to a cycle trace or sometime an arena wall to benefit from the wall acceleration effect. A sound effect and sparks will normally accompany a grind.<br />
<br />
See [[Grinding]]<br />
<br />
=== Holing ===<br />
A kamikaze attack on an opponent's trail in order to create a hole for a teammate to drive through. Used in Fortress and CTF to reach a zone encircled by the opposing team.<br />
<br />
=== Hug ===<br />
When two players cut in front of and simultaneously core dump each other<br />
<br />
=== Kick ===<br />
Kicking is when you vote to get rid of a player because they are causing a nuisance. Occasionally, a kick vote will be used maliciously by some players, however this rarely succeeds and in fact often backfires. Player kicking is disabled on some servers.<br />
<br />
See [[Etiquette and Protocol]] <br />
<br />
=== Külting ===<br />
A basic maneuver to save space. Stacking a your trail by triple binding back and forth in a line. Named after the player Kült. [[Sumo#K.C3.BClting | Learn more]].<br />
<br />
=== Lag ===<br />
Lag is the perceived time delay between making an action and seeing the result on the screen. In a local game, this delay is imperceptible, however online games are subject to network latency, as well as numerous other factors.<br />
<br />
See [[Lag]]<br />
<br />
=== Map ===<br />
A map contains the configuration and layout of the [[Glossary#Game Grid|Game Grid]], and can change numerous settings including the shape and area of the Game Grid, wall positions, player [[Glossary#Spawn Point|Spawn Point]]s, number of [[Glossary#Axes|Axes]], [[Glossary#Zone|Zone]] sizes and positions, etc.<br />
<br />
See [[Map Making]]<br />
<br />
=== Maze Cucking ===<br />
Violating the maze of a passively mazing player in Sumo.<br />
<br />
=== Mazing ===<br />
Creating an intricate pattern with your cycle trail. This can be done for practice, decoration, or as an important space-saving technique. Mazing is especially important in Sumo.<br />
<br />
See [[Mazing]]<br />
<br />
=== Plugging ===<br />
In High Rubber servers, to obscure the path around a corner so the tunneling opponent becomes disorientated and confused. It's a combination of going backwards through the tunnel and using rubber strategically, usually several times.<br />
<br />
=== Respawn ===<br />
The act of reviving your teammates after they die by going into your base or respawn area. <br />
A.K.A. res, resing, pru (please respawn us)<br />
<br />
=== Rubber ===<br />
Rubber is a mechanism that helps to account for [[Glossary#Lag|Lag]], where time is artificially slowed as your cycle approaches walls, this allows you to react to a situation that would ordinarily have already happened and killed you. If a cycle exceeds its rubber limit at any time, it is considered to have crashed into a wall. Rubber is normally regained at a steady pace.<br />
<br />
See [[Rubber]]<br />
<br />
=== Sealing ===<br />
Synonym for [[Glossary#Digging|digging]]. Using a significant amount of rubber while into a wall in order to prevent someone from passing between.<br />
<br />
=== Server ===<br />
The computer (or software that resides on it) that 'serves' game information to [[Glossary#Game Client|game clients]], this acts as a hub for game clients to connect to and play a game with each other. In the context of Armagetron Advanced, the term server usually refers to the 'dedicated server' version of the game, that allows [[Glossary#Game Client|game clients]] to connect and play, but does not allow direct play through a local interface.<br />
<br />
See [[Server Administration]]<br />
<br />
=== Spawn Point ===<br />
A point on the [[Glossary#Game Grid|Grid]] where a player 'blinks' into existence. In some game modes it is possible to revive or 're-spawn' dead players at their spawn points, whilst in others play continues and players re-spawn in the next round.<br />
<br />
=== Sumo ===<br />
A game mode requiring players to battle inside a slowly shrinking zone. As a verb, "to sumo" is any number of players battling to control a zone. As an adjective, it describes the act of controlling a zone either from partially or completely inside. An example from Fortress is a "Sumo Defense."<br />
<br />
=== Team-Kill ===<br />
A Team-Kill is when a player kills a team-mate, this is usually unintentional although it can have repercussions if not apologized for.<br />
<br />
=== Tunneling ===<br />
Driving between two close trails. Some game modes are centered around tracing trails and deliberately leaving space for opponents to tunnel through, often leaving branching turns to trap the unprepared.<br />
<br />
<br />
=== Womble ===<br />
A basic maneuver to save space. Double-binding back and forth. Named after the player Womble.<br />
<br />
=== Wrap ===<br />
To closely cut in front of and completely surround another player in a single motion. Usually results in instant death because of the close proximity is almost always within the lag-meter's prediction range, giving the opponent no time to react.<br />
<br />
=== Zone ===<br />
An area of the [[Glossary#Game Grid|grid]] surrounded by a coloured, semi-transparent, passable wall; sometimes corresponding to a team's colour which denotes ownership. Zones can serve multiple purposes, such as fortress areas, win zones and death zones, and are 'activated' by keeping your cycle within them (Zone activation can involve the collapse of a zone, such as in the [[Fortress]] game type, or the capturing of a flag, seen in the [[CTF]] game type).<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59197
Sumo
2021-11-08T22:13:31Z
<p>Sinewav: /* Külting */ linked to glossary. And who is Appleseed? And expert Sumo player and this is a quote.</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is [[Glossary#K.C3.BClting | külting]]. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed (recognized as an expert Sumo player) has called it "the most important move in sumo." Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is axis changing poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning. The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others. The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills. The last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players zones where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
<br />
===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
<br />
=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
<br />
As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
<br />
=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
<br />
=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
<br />
=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
<br />
== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Sumo&diff=59196
Sumo
2021-11-08T22:07:53Z
<p>Sinewav: /* Keybinds */ Added links for clarity</p>
<hr />
<div>== Introduction ==<br />
This page was written and illustrated in July-August 2021 by Cadillac, and focuses mainly on sumo bar. The intent of this page is to provide a short background of the game mode, and act primarily as a player's guide covering low to mid level sumo. I tried to structure this guide in a way that applies to and explains a majority of play styles, but will not have covered everything. More information and graphics may be added in the future.<br /><br /><br />
<br />
== About Sumo ==<br />
<br />
==== History ====<br />
[[File:Sumo-guide-map.JPG|thumb|512px|Standard sumo bar map with 8 spawns.]]<br />
Sumo is a game mode that originated [https://forums3.armagetronad.net/viewtopic.php?f=4&t=2945 around 2006 with the release of 0.2.8.0.] Sumo has long been among the most popular modes, especially within the competitive community. The game mode is fast-paced and challenging, with virtually no skill limit, making it attractive to competitive players. Additionally, many people find sumo to be a relaxing environment. The smooth flow and rhythm that can be found with binding and mazing is very satisfying for many, and can make it a mindless outlet. Sumo’s variety means appeal for players of all skill levels and styles, so remember that not everyone is playing for the same reason. Additionally, sumo shares its physics with fortress (with the exception of EXPLOSION_RADIUS, which is now set to 0.75 in competitive fortress), making for a close relation between both the game modes and the respective player bases. The core physics of sumo essentially come down a small handful of commands that were put together with the CVS release:<br /><br />
<code>CYCLE_SPEED 30</code><br /><br />
<code> CYCLE_ACCEL 20.0</code><br /><br />
<code> CYCLE_RUBBER 5</code><br /><br />
<code> EXPLOSION_RADIUS 2</code><br /><br />
<code> WALLS_LENGTH 400</code><br /><br />
<code> CYCLE_RUBBER_WALL_SHRINK 1</code><br /><br />
Side note: these settings come with every client, and can be set using the command:<br /><br />
<code>INCLUDE examples/cvs_test/fortress_physics.cfg</code><br /><br /><br />
<br />
==== The Game Mode ====<br />
The goal of sumo in Armagetron, like sumo wrestling, is to stay inside of the circle/zone while forcing your opponents out. Different from its inspiration however, the zones in-game shrink over time. As such, players try to make their way towards the center over the duration of a round to ultimately have the best positioning. The circle is made up of individual zones for each player, all stacked upon each other in the middle of the arena. If a player is killed, or outside of their zone for too long, it will begin to spin faster and faster as it reaches the point of collapse, eradicating its owner (an eradicated player awards no kill points.) “Too long” in this case means four consecutive seconds. Reentering the zone extends and reverses this process. It does not instantly reset the timer, but instead slows your zone gradually, bringing it away from the point of collapse, and back to its initial state. Lastly, the final surviving player’s zone will collapse safely once there are no remaining opponents. This does not kill its owner. <br /><br /><br />
Sumo is most commonly played in matches to 900 points with up to eight players. Like most things in Armagetron though, there are variations. The primary example in this case being 18 round sumo bar with no score limit, currently used mainly for tournament play. Some servers might also allow for more players; in some cases 10, 12, or more players may be allowed. We often find however, a large increase in lag after eight players. Players gain points either from killing opponents, or by being in the circle when an opponent’s zone collapses. 30 points are rewarded for kills, and 60 points are divided equally among all living players inside of the circle when a player’s zone collapses. Additionally, some servers subtract 30 points from players for suiciding. <br /><br /><br />
<br />
==== Variations and Tournaments ====<br />
Since the creation of sumo, servers have seen many variations of the game mode, though the classic sumo bar remains the most popular. Beyond some lesser played (mostly dead) variations of sumo like Chico, Nano, and Flower Power, there are two main variations played in teams that have remained popular as competitive variations. Team Sumo and War Sumo are both referred to mainly as the abbreviations of their respective tournaments, TST and WST. TST and WST are the two most played sumo tournaments historically, even ahead of SBT (the Sumo Bar Tournament). Both TST and WST have seen overhauls of settings and maps in the past. TST is now played 2v2v2v2 in a single circle, with the first team to 2000 points winning. WST is 3v3, also in a single circle, played in matches to 1000. In the past we have seen other tournaments like 1v1 Sumo, or the Single Bind Sumo Bar Tournament, a minor variation of SBT where settings force players to single bind. Though many elements of this guide will carry over to play in other variations, it is only written with classic sumo bar in mind.<br /><br /><br />
Sumo bar itself has seen some minor map variations, like the variant used in SBT14. Largely though, the map has stayed very consistent. The main change of note is the 2020 dynamic zone size solution by Raph and Titanoboa. To accommodate the slowly returning player base, Titanoboa created maps with appropriately sized zones based on the number of players, and Raph wrote the script detecting the number of players and switching to the correct map. All current popular sumo bar servers make use of this work.<br /><br /><br />
== Starting to Play ==<br />
<br />
==== Round Progression and Beginner Strategy ====<br />
<br />
===== Early-Round =====<br />
[[File:Sumo-guide-areas.JPG|thumb|480px|right|The different areas of a zone. Center space is the most valuable, followed by axial space, which is followed by corner space.]]<br />
One of the great things about sumo is that every round is highly dynamic, though there is a noticeably consistent flow to most rounds. These consistencies begin at the very beginning of each round. The start of a round is incredibly important in setting yourself up for the rest of the round, so every decision you make at the start is important. Immediately, most players will be turning towards the center of the zone. Grabbing center space is important to give yourself something to work with later in the round, but it is not more important than staying alive, so turn away before you put yourself in an unlivable situation. Different players have different risk tolerance based on their skill level and style, so exactly when you turn out will vary (more on this later.) Some players may choose to stay in the middle of the zone, but most will choose to turn away and secure their space on the outside, which I especially recommend for new players. Once you section off a portion of the zone, quickly see if there is extra space next to your current box. For example, there is often a bit of space between you and the person that spawned next to you. If you can pick this space up safely, go for it. Keep in mind that it is beneficial to establish space before making your first expansions. Should expanding not work out, you will at least have a survivable amount of space you can retreat to. Once you’ve established your starting area, start to set up your space in a way that you can survive in it comfortably while you wait for action to happen elsewhere.<br />Early-Round Goals: Secure space, establish an entry point to the center (if safe to do so) for later in the round, and wait. Most importantly: stay alive. Dying early does you no favors.<br /><br /><br />
<br />
===== Mid-Round =====<br />
Because rounds in sumo are so dynamic, some players are always bound to have an unlucky start. Playing the opening seconds safe, and surviving the early-round puts you in position to take advantage of other players dying, and space subsequently opening up. During the mid-round, keep yourself positioned to expand into opening space, especially towards the middle of the zone. Also keep a lookout for players in vulnerable positions. You may be able to close off their only exit, or force them out of the zone. During the mid-round, continue to play with caution, but not completely passive. Mid-round is where you secure your positioning for the end-round, so do what you can to give yourself the upper hand.<br />Mid-Round Goals: Stack up points, expand, move towards the center, secure a strong position for the end of the round.<br /><br /><br />
<br />
===== End-Round =====<br />
The end of the round is where you see your earlier efforts pay off. Going in, you will ideally have at least some portion of the center for the final fight. If you don’t have enough space in the center, you will have to take a more aggressive attacking position to pressure the other player. The end of the round is where players really get to show off their survival skills. You will need to arrange your wall in a way that balances the inside and outside of the zone. After a certain point, there just won’t be room for more than one player to be completely within the circle. You will have to set yourself up in a way that spreads out when you are in the zone, so that you will never have to be outside for longer than 4 seconds. Players’ mazes will become very dense at the end, and having a feel for where the end of your tail is becomes noticeably more important. Try to not give up at the end of a round, especially in casual play. Even if it seems like your opponent(s) have an upper hand, there is such a high chance for mistakes in the end-round, that you may be able to pick up an extra 30, 60, or 90 points. Plus, it is possible for multiple players to be eradicated and get points for the last few zones at the same time. Round-ends are difficult to teach at a low level, and the best way to learn, like all of sumo, is by playing. For real practice, survive to the end, and don’t give up once you get there. This is part of why I think it is better for newer players to play slightly more passive earlier in the round. Surviving results in more time playing, and more experience with the entire flow of a round. Again though, playing overly passive will see you pushed out of the zone early. You do need to make some moves to set yourself up.<br />End-Round Goals: Condense your wall, use tighter mazes, keep yourself close to the zone, pick up as many points as possible.<br /><br /><br />
As rounds progress, so does the potential for points. Every time a player’s zone collapses, 60 points are divided among the survivors inside the zone. Early in the round you are likely only getting up to 15 points for a zone. Dying early, even if you get a kill or two, really limits your scoring opportunities. A player who lives to the end of every round will almost always far outscore a more reckless player who picks up a few kills but dies early. It is very noticeable how points snowball in sumo, and it can really set the momentum of matches.<br /><br /><br />
<br />
=== Settings and Preferences ===<br />
Having covered how sumo works in broad terms, new players should have a general idea of how the game mode works, and maybe even some ideas on how to go about playing. This is a good jump start. Remember, however, that sumo is still very technical, so there are a lot of specifics to cover. Before getting into technical skills, there are a lot of settings choices that impact play. Certain settings that are good in other game modes may not be useful in sumo, and may even make it harder. It’s much easier to get used to new settings before you’re too comfortable, so I will cover some of these first. These settings will be covered in varying levels of detail. There either exist better explanations for settings elsewhere, should you need more detail, or their lesser impact may not warrant more. Among long-time players, some settings choices are more controversial than most play style elements, and most settings don’t really have any major correlation with play styles, so it can be difficult to know what settings you should use. Most of this section will end up being what feels best for you.<br /><br /><br />
<br />
==== Keybinds ====<br />
First up is [[Glossary#Binding | keybindings]]. The variety of answers you will get if you ask different players what keys they use to turn/glance/brake is comical. There are many variations used ranging from normal to absurd. To help organize some of your options, I am going to break these down into just a few groups.<br /><br /><br />
The first question is how many keys to use. Players use 1-4 keys for each direction (referred to as single, double, triple, or quad binding.) Double and triple binding are the most popular choices. Single binding really puts a lot of pressure on your ability to bind quickly, and I think we often see a skill ceiling with single binding (still, there have been good single binders.) [[Double_Binding | Double binding]] seems to be the most popular option, especially among players to exclusively play sumo/fort. Triple binding is also popular, though seems to be more common in players who play/played a lot of another game mode. Quad binding is the least common option currently, as making 4 turns in the same direction at the same time in sumo/fort is almost never needed. One of the recommendations settings-wise I am comfortable making for new players is that they either double or triple bind, depending on how much you play other game modes.<br /><br /><br />
In addition to turning, you must keep in mind where you will have your braking and glancing keys. It is best to have these set in a way that you can play without having to move your hands, or doing so as little as possible. Many players (though not all) will use their thumb to brake (generally using the space bar), and use the remaining fingers, not occupied with turning, to glance. Also keep in mind that you might want room for instant chats within reach of your fingers, especially if you plan on playing fort as well.<br /><br /><br />
''Examples and suggestions are based on English, QWERTY keyboards.''<br /><br /><br />
The next decision that divides players, is what keys go with what hands. Here there are three main options. At one end are the players who use their left hand to turn left, and their right hand to turn right. For example: ''d f'' = left, and ''j k'' = right. Further along are those who have at least one left turn key, and at least one right turn key on each hand. For example: ''d j'' = left, and ''f k'' = right. I believe this second setup is less commonly used by triple binders, but there certainly are some who do it. An example of this would be something like : ''d f l'' = left, and ''s j k'' = right. Lastly, there is the option to use one hand to bind both directions, leaving your other hand free, generally for glancing. For example, you might see something like using the arrow keys to double bind each direction, and maybe ''w a s d'' being used for glancing. In my opinion, the first method, using one hand per direction, is used because it feels more natural for more players, especially those coming from different game modes where fast turns are slightly more important than precision. The second method gives you the ability to single bind one handed, and some argue they are more precise or consistent using this setup. This method seems like one that develops among some players who have mainly played sumo for a long time, and maybe is unnatural for some people at the start. The third option really gives you the freedom to do a lot of glancing and get a feel for your surroundings, but requires you to be very fast with just one hand.<br /><br /><br />
In general, I think it is good to use keys in the rough middle of your keyboard as it leaves most keys in reach easily. Most importantly, you want to be comfortable when you are playing, so try to avoid setups that leave your hands or wrists in awkward positions. <br /><br /><br />
For a beginner, I would suggest something similar to:<br /><br />
''d f'' = left, ''j k'' = right, ''[space]'' = brake, ''s'' = left glance, ''l'' = right glance, ''a ;'' = back glance<br /><br /><br />
Having mentioned brakes, it is important to know you have two options available to you. You can use regular brakes, which deplete as long as you are pressing your bound key, or you can use toggle brake. Toggle brake starts depleting once you press your bound key, and stops once you press it again. If using toggle, you must remember to toggle off in order for it to replenish. Using regular brakes allows you to be very precise in your brake usage, while toggling allows you to focus your finger presses on more important things like turning. Both options here are common among active sumoers. Also to note: you can bind a key for each option, though for whatever reason this is very uncommon. <br /><br /><br />
<br />
==== Camera Settings ====<br />
The next settings that have to be covered are camera settings. In other game modes, particularly deathmatch modes, the main focus of your camera is the area immediately surrounding your cycle. You have to be able to see close tunnels and hooks you are about to encounter. What your closest opponent is doing is most important, and not necessarily what everyone else in the server are up to. In sumo however, you need to know what is happening all over the zone in order to plan ahead. Most sumo/fortress players accomplish this by using custom camera (there are currently only a small handful of strong sumo players using other cameras.) Custom camera provides a high degree of customization, and allows players to see much more of the zone than smart cam. [http://wiki.armagetronad.org/index.php?title=Custom_Camera See this page] for further explanation and some custom examples. Additionally, most players are happy to tell you what they use, so try asking a few people what settings they use. Ideally, you will find a camera that gives you a good view of your surroundings, but not so far/distorted that it compromises your ability to make precise turns and take tunnels. Finding the best camera for you is a matter of experimentation, and maybe tweaking it over time. Sumo sees some players using slightly more dramatic cameras than in other game modes, like extreme FOV values, or steep angles.<br /><br /><br />
<br />
<br />
==== Other Commands ====<br />
''A note on VSync:''<br /><br />
Try turning VSync off to see if it improves how your client runs. Turning off VSync will remove the 60FPS cap, and on some systems, VSync creates input lag that can make sumo very difficult to play. Experiment on your client to see if turning it off improves gameplay. Some players also use a program to place custom limits on FPS, lightening the processing load on the computer, while avoiding the VSync input delay.<br /><br /><br />
<br />
With the most important settings taken care of, there are some minor adjustments you can make to the client to suit your liking.<br /><br />
<code>ZONE_HEIGHT</code> - Set the zone height<br /><br />
<code>ZONE_SEGMENTS</code> - Set the number of segments that make up the zones<br /><br />
<code>ZONE_ALPHA</code> - Set the opacity of the zone<br /><br />
<code>ZONE_ALPHA_TOGGLE</code> - Adjust the appearance of the zone, filled in vs. outlined<br /><br />
<code>FLOOR_MIRROR</code> - Mirrors objects on the floor<br /><br />
<code>AXES_INDICATOR</code> - Pointer at the front of your bike<br /><br />
<code>PREDICT_OBJECTS / LAG_O_METER</code> - How your client displays the latency of other players. Learn about these 2 options and pick the combination that works best for you<br /><br /><br />
<br />
=== Technical Skills ===<br />
With settings covered, we can now get back into gameplay. Like any mode, sumo requires two sets of skills: strategic and technical. Technical skills are hard to learn outside of playing, so before moving on to strategy, I will quickly cover just enough to give new players an understanding of what exactly needs practicing.<br /><br /><br />
<br />
==== Surviving ====<br />
<br />
===== Külting =====<br />
The immediate challenge of sumo, especially for new players, is staying alive in relatively tight spaces. Player walls in sumo are 400m long, and not knowing how to manage your wall can quickly put you in desperate situations. Living in limited space is the first technical skill. The first thing I suggest new players learn is külting. Külting is a very simple move that is very effective. Külting only requires regular triples and straight lines, so it is both simple and versatile. Külting can be done to fit essentially shape of area, given it is wide enough to triple. Külting is also easy to follow if you are in a tight space where you need to follow your tail closely. For new players, külting’s simplicity instantly takes a load off, allowing them to use their focus elsewhere. For experienced players, külting is still a very powerful tool. Appleseed has called it the most important move in sumo. Still, it is often overlooked, possibly because it’s not the most exciting or satisfying way to use up wall length, but knowing how to kült effectively can make a huge impact. <br /><br /><br />
[[File:Sumo-guide-kulting-lowres.GIF|thumb|555px|center|''Example of külting'']]<br />
<br />
===== Mazing and Tracing =====<br />
[[File:Sumo-guide-mazing-and-tracing.JPG|thumb|480px|right|'''Left''': Two examples of mazing. '''Right''': An example of tracing, where the orange line could be your own, or another player's]]<br />
Once players become more comfortable with the physics of sumo, they might be ready to use more complicated methods of using up their wall and space. Usually, this means mazing or tracing. Mazing is essentially using your own wall to create a tunnel with a place to turn around and exit. Tracing on the other hand, is following walls closely on the outside, then often turning back and tracing the same path going the other way, stacking new layers on top of each other. If done well, both can be extremely efficient ways to increase the density of your wall pattern, allowing you to live in smaller spaces if needed. It is important to keep in mind while mazing in sumo, that you are vulnerable to somebody closing your only exit, so it might not be best to make very deep mazes, where your opponents will have sufficient time to react and seal you in. Similarly, while tracing, though you may not get sealed into a small box, you might often have a more open setup where opponents could easily stab your wall, separating you from a portion of the space you intended on using. For a more in-depth explanation of mazing, [http://wiki.armagetronad.org/index.php?title=Mazing see this page.] <br /><br /><br />
<br />
==== Defending ====<br />
Because everyone in the game will be looking for space to survive in, if you do not protect your space, you may find it being taken by other players. Setting up and protecting your space will be covered extensively in the strategy section, but it does require technical skill as well. Specifically, the ability to follow the end of your tail will play a large part in your ability to protect your space. Throughout a round, most players will more or less be following their tail for a majority of the round, though how closely you follow your tail will depend on your play style. Following your tail in sumo is essentially like defending in fortress, though it quickly becomes much more complicated. Good tail-following comes from remembering the path of your tail, good reactions, and precise turns.<br /><br /><br />
<br />
==== Attacking ====<br />
The technical skills so far have mainly been defensive skills, though it is very rare that you will end up with the right space at the beginning of a round to where you will be able to defend exclusively. You may often find yourself in a position where you need to attack a player, which requires planning ahead a few seconds. These seconds are necessary to build speed and find where the weakest point in their defense will be. Even if you aren’t able, or don’t intend to get into a players space by cutting them, just pressuring the end of their tail is a very strong move, as it often forces shrinking.<br /><br /><br />
<br />
==== Tunnelling ====<br />
Additionally, though there are certainly ways to limit it, players will occasionally find themselves needing to tunnel. Skilled tunneling really comes down to good zone awareness and precise turning. Before tunneling, you should look ahead in order to give yourself a decent idea of what you are going to encounter, and where you are going to end up. If possible, think about taking the middle of a tunnel. Ideally, this will give you an emergency exit on either Sid of your tail. If, for example, someone seals you off you have options. It also conserves rubber, which you will be need when tunneling. If you are not confident in your ability to make precise turns, it is generally safer to take a turn slightly late. Hitting an oncoming wall quickly before turning, though it uses rubber, is much more forgiving than turning early and hitting a corner head on.<br /><br /><br />
<br />
==== Timing ====<br />
Finally, the last technical skill is timing. Timing is important in almost every aspect of sumo, but there are a few occasions where it is more of a technical skill than strategic tool. The clearest examples of timing as a technical skill are the delays of certain occurrences, and having a feel for these timings. Dead tails disappear after 8 seconds, and having a feel for this can set you up to grab opening space before other players. Zones collapse after 4 consecutive seconds without their owner inside, though this is prolonged if a player is a reentering and exiting. This is useful in knowing both when other players’ zones are collapsing so you can get points, and when your own zone is going to collapse, so you know how much flexibility you have. It is impractical to count 8 seconds out every time a tail dies, but through playing, you will develop a feel for the timing. Likewise, counting how long players have been out of the zone is not how anyone plays, but instead you will develop a connection between the speed of a spinning zone, and knowing how close it is to collapsing.<br /><br /><br />
<br />
== Strategy / Playstyle Components ==<br />
<br />
=== Controlling Space ===<br />
<br />
==== Establishing and Expanding ====<br />
So far, only basic strategy was mentioned in the Round Progression section, intended only as a quick starting point for new players. From here, different strategy elements will be covered in more depth. This section will be more mid-level sumo, which is where you start to see individual play styles evolve, so not everyone will make use of these strategy elements in the same way. Keep in mind though, that there are many opportunities to adapt certain elements in a manner that suits your personal style, even though it may not seem immediately applicable to your style. <br /><br /><br />
[[File:Sumo-guide-start-options.JPG|thumb|480px|right|'''Red''': A player turning immediately, the best option for taking corner space <br />'''Orange''': A player waiting a second or two before the first turn, best setting them up to take axial space.<br />'''Pink & Purple''': Two players both trying to take the axial space, resulting in an early death.]]<br />
First up: controlling space. Sumo is all about space, so controlling it is a large share of the strategy. Controlling space begins as soon as the round opens, as mentioned in Round Progression. The first few turns are incredibly important. Immediately, there are 2 natural options, and your choice depends on the space you intend on taking. If you intend on taking the corner space of the zone, it is best to turn towards the middle as fast as possible. This gives you the most axial space, as well as a good jump on getting towards the center. Once you decide to take the corner space, it is important that you turn away from the center before the person who started on the opposite side of the corner. Taking the corner space is a more passive starting strategy, and well suited for less aggressive players. In my opinion, taking corner space is also the best option for new players, as it is a good way to live through the opening of the round. Alternatively, some players will try to set up their space mainly in the axial and center portion of the zone. For this style, it is still possible to set up by turning immediately, but you might find it better to wait 1-2 seconds before turning into the middle. This start results in very strong positioning as the round progresses, but you do have to pay close attention and react quickly to what the person who spawned next to you is doing. If they turn into you, there is not much space or time for you to react, and it will be a close fight very quickly. If they turn away however, this can give you another moment to think about grabbing extra center space. Once you’ve grabbed center space, you would turn back towards the outside of the zone, driving just inside the wall of the enemy who spawned next to you. For either of these starts, you will want to get back to the start of your tail relatively quickly, to discourage other players from wrapping around and taking your space from behind you. From here, you can either try to expand around the outside of your tail, or sit back and camp. There is a lot of open space at the start of the round, but being undisciplined in your expansions can cost you your existing space. Also remember that not all space is equally as valuable, so make the most of the beginning moments by focusing on the best space. <br /><br /><br />
Setting up your space and holding it is going to be covered in great detail, but I will first cover expanding, as it is slightly less dependent on play style. Ideally, your start will be efficient, and land you a good amount of useful space, but most likely you will need to expand your space throughout a round. Some good expansions will come about as a result of good fortune, like your neighbor dying at the right time in your rotation that allows you to inherit the majority of their space with minimal effort. Often times, however, you can, and will need to create this good fortune for yourself. Set yourself up to take advantage of opportunities, because they happen for everyone. Planning ahead and having good zone awareness are crucial in expanding. If you are able to see what’s going on around the zone, you will have a good idea of where space is likely to open up, so pay attention. Who is likely to die? Who is overextending themselves? Who is axis changing poorly? Their space will be exposed. Sometimes opportunities will arise unexpectedly, and it will be a game of reactions to get it. Other times, you can set yourself up in a way that will allow you to make the first move. If you notice space about to open up, you may need to axis change to get there and grab as much as possible. Additionally building speed is a great way to make fast moves on open space. If you have speed built up when you make a move, you will be able to cover much more ground than other players, giving you a huge advantage. Lastly, you must do risk/reward assessment before expanding. The risk/reward assessment is where unique play styles will shine through in expanding. Some players will have a much higher risk tolerance, and some may generally expand only if they are sure they will live. One of the hardest parts of expanding is being disciplined. Expanding at every opportunity, being greedy, and trying to grab too much space can leave you exposed. On the topic of greed, amassing every bit of open grid is not always advantageous. Hoarding space spreads you out, leaving your space more vulnerable to holes. Being spread out can also leave you in a bad position to expand when better space arises. You will spend more time at greater distance from the center, and you will often be playing a low-speed, tail-following style in this scenario. In spite of these negatives, hoarding space isn’t always bad either. If your opponents are not great campers, and need more space to live, holding a lot of space puts far more pressure on them than it would a strong sumo player. In the late-round too, having as much space as possible will usually be the right play, but in a small zone, its not exactly hoarding as explained here.<br /><br />
When expanding, you essentially arrive at three questions:<br />
*Is this space beneficial to me? (i.e. Center space, axial space, space necessary to live, applying pressure on others, etc…)<br />
*Is it safe for me to expand here? (Could I get killed? Will I lose control of my area?)<br />
*Do I add to my current space or should I abandon it?<br /><br /><br />
<br />
==== Setting up and Holding Space ====<br />
<br />
===== Positioning =====<br />
Having covered establishing your initial space, and expanding it, this next portion will cover holding and camping your space. This portion of the guide may be the most dependent on individual play style, so just keep that in mind.<br /><br /><br />
[[File:Sumo-guide-positioning.JPG|thumb|480px|right|''Example sumo round start showing different approaches to positioning.''<br /> '''Red''': The red player has taken the most aggressive positioning, with a great hold on the center.<br /> '''Orange, Yellow, & Blue''': The orange, yellow, and blue players in this round have gone for the vertical space approach, establishing their own corridors mainly in the axial spaces of the zone.<br /> '''Pink & Purple''': The pink and purple players both turned away from the center quite early, taking corner space. These two players will likely take the nomadic or edge-space approach.<br />'''Lime & Green''': These two players had unlucky starts, both forced into the same corner space, likely forcing them to play a positional style different than their preferred.]]<br />
After the initial smash-and-grab of space in the first few seconds of a round, you will need to think about how you are going to set your space up to best hold it throughout the remainder of the round. Major keys to setting your space up well are how you arrange your wall, and positioning. Positioning is more reliant on the start of the round, so we will cover it first. For positioning, the ultimate goal of course is to have control of the center, though we know not everyone goes about this the same way. I will break down 3 main options regarding positioning. The first option is to fully commit to getting center space. This generally means at the start of the round, but that obviously won’t always work. As such, this may materialize as aggressive moves later in the round. Taking this approach generally puts the player into survival mode immediately. From there, they will slowly develop the structure of their space and expand outwards over time. This strategy involves a lot of risk, but for some strong players, it can result in a strong positional advantage for the late-round, as long as they have the survival skills to maintain it. To understand this approach, look to players like Carnage, kronkleberry, liz, or Nanu, among others. The second approach is essentially the opposite of the first, though relies on similar skills. Players of this second style will generally look to take the corner space described earlier. From here, these players will essentially just exist on the outskirt of the zone, taking a fluid, sometimes nomadic approach. The pressure on these players often comes more from the closing zone than other players. Playing this style also requires strong survival skills in tight spaces, though these players will have the limited flexibility of exiting and reentering the zone, a luxury players fighting in the center do not have. For player examples of this play style, watch Xyron, or tx. Vov could also be included as a variation on this nomadic style. Though he won’t be playing the edge of the zone, he is very fluid in the space he holds. This more aggressive variation of the nomad style often requires strong tunneling skills. The last style is to establish a ‘vertical’ space, essentially a corridor from the edge of the zone to the center. This style gives you quick access to the center, allowing you to expand if space opens up, and a connection the the outside of the zone, where you can relieve pressure put on you by other players. Examples of this positional style include wap and appleseed.<br /><br /><br />
Independent of general positional style, there are a few topics that can be applied to any style, as well as some ideas to keep in mind. Throughout the round, be conscious of how your space connects to the players around you. These connections can be either a pressure point or an access point. Pressure points would be the borders, or connections to other players zones where there will be pressure on you, while access points are more passive connections, that you may eventually be able to use to expand once they are dead and their space opens up. Long, uninterrupted connections are prime areas for attacks to happen, either by you or on you. This can be good or bad, but it will still be a pressure point in your defense. Long, uninterrupted connection in this sense doesn’t necessarily mean straight lines.) Another form of a pressure point is a point in your rotation where you pass, or run parallel to another player while they are completing their own rotation. At these points, there is always the threat of either of you making a move on the other. To deal with this kind of pressure point, consider speeding up your rotation on the next pass to either put you ahead of them, avoiding the pressure, or giving you the speed to make an aggressive move on them. Making passive access points with other other players’ walls in a round is akin to diversifying a financial portfolio. If you border only a few players, you have lower chances of a neighbor dying, therefore fewer opportunities to expand. Additionally, If you are sectioned off by only a couple players with large spaces, your freedom to move throughout the zone will be greatly limited. Oppositely, if you border a large number of players in a round, you will have far more opportunities to expand, and greater mobility. Having a lot of connections will also mean those borders are likely short, giving other players small windows to pressure or attack you.<br /><br /><br />
[[File:Sumo-guide-isolating.JPG|thumb|480px|right|''Late-round sumo scenario with the blue player isolating the others.'']]<br />
At the extreme end of thinking about connections, think about isolating players, sectioning them off from each other. This is most relevant if you have a strong position in mid to late-round, when everyone is in closer quarters, and people begin to get pushed out of the zone. Isolating players benefits you in three ways. The first two have already been explained; Isolation limits their movement around the zone, and creates long pressure points for these players. The third is that it acts as a way of gaming the points. Create luck for yourself. Sumo is close quarters combat, there aren’t many suicides throughout a match, and kill points are going to be awarded to someone, even if it seems random at times. Make yourself the best candidate to get kill points without wasting time hunting for them. If you’re the only person the isolated player(s) can come in contact with, you will get the kill, even without making an obvious move.<br /><br /><br />
<br />
===== Organization =====<br />
[[File:Sumo-guide-perimeter-vs-area.JPG|thumb|480px|right|'''Left''': Example camping of a perimeter-heavy space. '''Right''': Example camping of an area-heavy space.]]<br />
Now we’ve covered getting space, and where you want that space to be, but now you have to live in it. How you go about this will, again, depend primarily on your play style. This section will cover a number of stylistic elements. As a quick note, think about the shape of the space you have ended up with, and then back to your elementary school math class where you learned about the relationship between perimeter and area. If you have a long and narrow space, you have a lot of perimeter to work with with less area, so think about using long straight lines running close to the length of your space. Not only will this use space efficiently, but long simple lines are easy to retrace, keeping your space simple and safe. I find this to be another benefit of the ‘vertical space’ setup. Vertical space has a kind of synergy with basic moves and simplistic organization. Again, as a great example of a vertical space holder, watch appleseed play. Most of his movement will be generally ‘up and down,’ or going longways through his corridor. Oppositely, maybe you grabbed corner space early in the round, or somehow otherwise ended up with a generally square chunk of zone. You will have more area to work with with less perimeter, in my opinion making (not necessarily complex) mazes a more efficient use of space. Andrei seems like an obvious example of a player who often holds a more area-heavy space, filling it with mazes. This concept does not apply to every case, for a number of reasons, but I think it is something to consider. A notable exception to this rule depends on where you are at and what your goals are during the round. For example, long, perimeter-heavy spaces often lend themselves to building speed. If you’re trying to build speed to attack, this is great, but if you already have control of the center, maybe you don’t need it. Finally, good campers are always going to be good campers. They will adapt to their surroundings, but they might not necessarily change their style of camping like talked about here. Using what you’re good at will still be best.<br /><br /><br />
[[File:Sumo-guide-wall-distribution.JPG|thumb|480px|right|''Four examples of different wall distribution strategies.''<br />'''Yellow''': Beginner, edge-heavy space.<br />'''Pink''': Edge-heavy distribution as used in a vertical space setup.<br />'''Red''': An example of a border distribution. Border distribution is the most variable option, but with characteristic open area in the middle of your space.<br />'''Orange''': Balanced, turtle shell distribution. Frequent cutbacks through one's area, using the majority of your space for the duration of a round.]]<br />
Next, and maybe most importantly in managing your space is how you distribute your extra wall throughout your space. Imagine you have a good start to a round, and the outer most perimeter of your space is 200m. Player walls are 400m in length, so now you have to figure out how to organize an extra 200m of wall within your space in a way that is easy to navigate and replicate on subsequent rotations. First I will cover how I suggest new players go about this, then I will cover a range of options. For beginners I suggest keeping your space edge-heavy. Edge-heavy meaning dumping as much of your wall length on the edge of the zone, doing basic mazes or patterns out of the way of the rest of your rotation. This keeps your the center of your space open with plenty of space in case you panic or otherwise need somewhere to fall back into. This also helps keeps your wall simple and easy to defend in the middle of the zone, where you are going to see the most pressure. One weakness to this strategy however, is that if you find success in the middle, and are able to expand, you can be exposed on the back side of your rotation. There will be an opening right before where you dumped your extra wall. Even for better players, dumping extra wall outside or at the edge of the zone is a great way to maximize your space in the zone, though it might look a little different from the beginner method. One thing you will want to avoid is making your space middle heavy, meaning a lot of extra wall in the portion of your space nearest to the center of the zone. The major drawback of having your wall center heavy is it limiting your mobility. It will force you to take a longer path to the middle of the zone, or to space that is opening up.<br /><br /><br />
As players improve past the just-trying-to-live phase, many seem to end up using some form of a ‘border distribution’. Some strategy might be starting to develop in where players use their line, they get better at following their tail, and they leave the middle of their space open as a sort of panic room, somewhere they can survive if things start to break down. There is a lot of variation on this distribution. You could have mazes spread around your perimeter, külts, or just a layered outer wall. This flexibility helps make this style probably the most common (currently) among very good players as well, though with some tweaks and additional skill.<br /><br /><br />
[[File:Sumo-guide-breakwaters.JPG|thumb|480px|right|'''Blue''': The blue player, after expanding in the center, was left far behind their tail, and could have easily been wrapped around on by yellow had they not left extra wall at the back of their space.<br />'''Orange''': The orange player also overextended themself expanding, and is losing space to the red player. Had orange not left a breakwater in the middle of their space to retreat behind, the results would have been far worse.]]<br />
Speaking of strategically leaving extra wall in specific places, this is where I introduce what I call breakwaters. Breakwaters are essentially stretches of wall that will act as a sort of shield against attackers, and keeping you within striking distance of your own wall. You might consider leaving a breakwater around the outside portion of your space, to discourage someone wrapping around the end of your tail. You might find this useful if you had, for example, just expanded in the middle, leaving you a ways behind your tail. Similarly, you could leave extra wall before where you intend to expand, allowing you to expand on the outside of your space without leaving a massive gap. Leaving a closer point like this means you can fall back into your space much quicker if someone pressures you. This hints at the last reason to make them, particularly inside your space. Breakwaters can serve as a way of sectioning off your space. If you are attacked, either by cut, hole, or otherwise, these stretches of wall act as a series of points you can retreat to quickly to protect a portion of your space. Rather than not being able to reach your tail in time, and losing all your space to the attacker, you only have to make it to a certain point in order to protect the majority of your space. Internal breakwaters also relieve attacking pressure by breaking up the time you spend on your outermost perimeter, allowing you to duck inside your space for a few seconds. A drawback to these internal breakwaters is that they limit axis changing. Both internal breakwaters and axis changing are tools that relieve pressure, but they can inhibit each other. You can use both, but consider which fits you best, and maybe put more focus there.<br /><br /><br />
If you take the breakwater concept to an extreme, you will arrive at another style of camping, of which Carnage is the primary example. This balanced wall distribution uses the length of a wall evenly throughout both the perimeter of the rotation and the interior of your space, often crossing through your space throughout a round. This play style relies heavily on precise turns, exceptional tail-following, and awareness on another level. This style of camping is essentially an intricate fort defense made of mazes. While most play styles give you some flexibility in how close you follow your tail, this style requires close following for most of the round. An advantage to this style of camping, is that it is difficult to attack because you disappear into your space sporadically. On top of this, the space is unattractive to attackers anyway, as it seems cluttered from the outside. Using Carnage as an example, he is usually nestled in the middle of the zone, meaning short connections with many players, giving them all short windows to attack. While this is mostly do to his positioning as opposed to setup, the setup further divides the amount of time players have to attack. This setup is resemblant of a turtle. The number of cutbacks into his space means Carnage will frequently disappear into the outer shell of his space, and it is very difficult to time when he will resurface.<br /><br /><br />
This far, the organization idea has only been explained on the macro level of setting up your entire space. That entire space is going to have a lot of small turns inside of it though, so try to align your walls in an organized way. Align your walls such that if you are caught in your own space, you aren’t forced to make awkward turns to fit the space. Let your walls work for you. Rather than having to avoid them and constantly adjust to survive your own space, let them align you for turns or tunnels. When you’re already being pressured by everyone else in the zone, you don’t need your own space to be dangerous as well. At the smallest scale, there is essentially a default size for triple and double binds, were you to press all the necessary keys at the same time. Some players, like appleseed and koala, use this to their advantage to keep consistency in their space. Other players rely more on good timing or muscle memory to get consistency and organization in their space. In cases of good organization, a player might look like they are playing Tetris, filling their space with different shapes, but of the same size.<br /><br /><br />
<br />
=== Axis Changing ===<br />
I’ve alluded to axis changing a number of times throughout this guide, here is where it finally gets covered. Axis changing is simply changing the direction of your rotation. The simplicity of the definition is very misleading from the complexity of executing a good axis change. Axis changing is good in a number of situations. Most commonly, it is done to relieve pressure, generally put on you by an attacker. Alternatively, you might use it to put yourself in the position to apply pressure to someone, as it is much easier to attack someone rotating in the same direction. Axis changing also becomes a powerful tool in the late-round. Axis changing at the right moment can take away any last ditch attacking opportunities from your opponent when they are in the weaker position. Setting up for an axis change takes a bit of planning to maintain as much of your space as you can, but sometimes it has to be done before you are able to do so, and you will have to live with that. To limit lost space, you will want to limit the amount of concave shapes jutting into your space, as these are the biggest cause of lost space. Axis changing around concave shapes will leave a larger version of that shape in its place. These pores in your perimeter can allow attackers to maintain at least some shrinking pressure. If you can afford to wait before axis changing, try to make your perimeter as simple as you can. Also before axis changing, make sure you have enough wall length to make it fully around your space again before your space opens where you switched axes, or at least have enough speed to fend off any attackers.<br /><br /><br />
<br />
=== Attacking ===<br />
[[File:Sumo-guide-attackers-advantage.JPG|thumb|480px|right|The yellow player, being in a worse position, has given up control of their space. Yellow now has a strong attacking positioning, putting a great amount of pressure on the blue player. As long as the yellow player stays ahead of the blue players tail, blue can not expand into the space yellow conceded.]]<br />
Having covered space management in depth, it’s important to know that there are situations where opening up your space can actually be advantageous to you. Generally, this will not be the case until the end of the round, when you only have one opponent to worry about. At the end of the round, if you have the worse position and won’t be able to out-camp the other player, often times it is best to open your space up on the inside. This gives you a longer window to pressure the other player and the space needed to do so. This pressure can give you a chance to cut your opponent, and if their space isn’t set up well, it also can force them to shrink or die. As long as you stay close to/ahead of them, you are a threat and they won’t be able to expand into the space you opened up.<br /> <br /><br />
In some aspects, attacking in sumo is easier than in fort. Player walls in sumo are never as simple as a defense in fort, and as a result, have far more vulnerabilities. On the other hand though, you are also working with limited space, and have to focus on maintaining your own area. Making a successful move requires paying a bit of attention to the player you are going to attack. Keep an eye out for opponents expanding, leaving openings in their tail at certain points in their rotation, or players caught in tunnels. If you think you can cut an opponent, think about building speed and where they are likely to open their tail. For example, if someone is following their tail closely, any concave shapes in their defense will be a weak point. This is especially noticeable where there are triples. Tracing concave shapes always means having to take a wider path, leaving a window for you to break through their tail. If someone hides deep in their space, they might not expect, or have time to react to you coming in to kill them. Cutting an opponent may be the most satisfying way to attack someone, but it is far from the only option. Like mentioned in the last section, pressuring the end of players’ tails is really powerful, even if it doesn’t result in a cut. Continual pressure might also lead to them axis-changing, which can shrink them even further in order to avoid you. Finally, keeping an eye on the tunnels around you. It is often good to leave tunnels open in case you find yourself needing them, but if you notice someone stuck in the tunnels, sealing their exit is an easy kill, and may even leave a hole for you to steal space from a neighbor.<br /><br /><br />
<br />
As a final note on zone control, it’s important to know when to switch between a defensive and offensive position. This will come with playing; you will build a feel for when to change. Different play styles will also dictate how much time you spend doing one or the other. As a general rule though, think back to space and positioning. If you have good positioning for the rest of the round, its probably best to set yourself up to camp and defend your space. If you don’t have the right positioning, decide if you have enough space to live for now, and then how long you can afford to wait before making a move. Limited time may force you to raise your risk tolerance.<br /><br /><br />
<br />
=== Zone Awareness ===<br />
Having alluded to zone awareness a few times so far, it might help to explain some of what that might mean for you throughout a round. Essentially, regardless of style, everyone should try to always have a decent idea of what is happening around the zone. This means knowing what the landscape of the zone is currently, and what it is likely to be like in a few seconds time. Try to keep track of where other players are, and what situations they find themselves in. Who is at risk that you might be able to kill or push out? Who is in a strong position that will need to be pressured? Who is in position to pressure you? Where is space open? How well are your neighbors following their tails? Are there any holes that could help or hurt you? Paying attention allows you to be proactive. You must also develop some ability to see what will be happening in the near future. This is crucial for each section covered in this guide. If you don’t learn to see where space will be opening up, you won’t be able to set yourself up for safe expansions. If you can’t predict where people will be, you will get caught out in tunnels, or find yourself getting cut and attacked often. Playing more and paying attention to how others players were able to kill you will help you build this intuition. Tied closely to this is understanding who you are playing against. Knowing other players’ styles and habits is a huge help in predicting what everyone around you will be doing. Don’t play with blinders on, you have to know what is happening around you. Naturally, you will need to pay greater attention to what is happening immediately around you, but you can’t ignore the rest of the zone. Good zone awareness reduces the amount of time you spend reacting, and allows you to dictate more of the round.<br /><br /><br />
<br />
=== Speed and Rubber ===<br />
Managing speed and rubber is often one of the last things new players are thinking about while they just try to stay alive. New players will often brake throughout a round to keep themselves at a low speed, giving themselves time to think. Try to consciously brake less, and remember that braking is not the only way to get rid of speed. Every turn you take lowers your speed by a small amount, so making a lot of turns quickly is a great way to shed a lot of speed if you have the room (though still try to keep your wall organized.) Similarly, new players waste a lot of rubber running into walls needlessly, or stabbing walls that opponents are unlikely to need to go through. These are both bad habits to build over time. The general philosophy for both brake and rubber management is to save them only for when you need them. Of course, a new player might need them more often, but as you build confidence, think about what you can do to use both less.<br /><br /><br />
From what I have noticed, less experienced players are often afraid of building speed. As they improve, mid-level players become somewhat more comfortable when they build speed, but will still try to get rid of it often. Further still, good players build and shed their speed throughout a round very deliberately. Speed can be incredibly useful, so try to get comfortable with it, and think about leaving long straight walls in your space for situations where you need to build speed.<br /><br /><br />
<br />
=== Scoring Points ===<br />
We’ve covered a lot about sumo so far without actually talking much about scoring and winning. The most important thing about points has been covered though, which is just staying alive and getting zone points. Zone points are the strongest scoring tool, so being alive is necessary. On top of being alive though, you have to be inside the zone to get your share of zone points, so try to be inside the circle for every zone collapse. Not only are you getting your points this way, but you are also taking away potential points for everyone else. This becomes more and more important as the round progresses. Fewer people to divide the points between means there’s more to gain and more to lose. Pay attention to the timing of the spinning zones; if you have limited space, worry first about keeping your zone alive, but if you have to drive outside the zone for a couple seconds so that you are certain you will have enough space to be inside for zone points, do it. Sumo is a game of snowballing points at every opportunity. Two quick examples:<br />
* If there is a zone about to collapse, and you see an opportunity to kill another player, try to do it before the first zone collapses. If you were the last 3 alive, you might end up with 120 zone points instead of 90 or less, in addition to picking up the kill.<br />
* If you have a player stuck on the outside of the zone while their zone collapses, they might just get eradicated, giving no kill points. If you can bait them in just enough for you to kill them though, you’re picking up an extra 30 points.<br /><br /><br />
If you’re in the position during a match where you have a comfortable lead, you don’t need to worry so much about what others are doing, and you can really focus on playing your own game, without having to take risks. Of course, others may be targeting you more heavily, so maybe you will have to adjust to be a little more defensive. Largely though, no major changes to your style. If you find yourself in a close match, specifically near the end, things start to change. Whether or not you have the lead, you really have to start thinking about kill points. One player may be able to jump ahead score-wise with a match-deciding kill. Lastly, if you are losing, specifically if the gap is more than say 30-60 points, you really need to consider a few options. The high-risk, high-reward option is to hunt the leading player. This may put you in risky situations, but if you can kill them early, you are getting kill points, stopping them from getting points, and buying yourself a lot of time to get extra points. Generally, if this is the path you take, you will want to dial the risk way back after you kill them, and focus on living for zone points. Alternatively, you can choose to leave the leader alive, as they are supposedly a strong player and could kill you. Here, you would instead hunt weaker players. While you are leaving the leader alive to collect zone points, you are banking on the extra kill points adding up to cover the score gap. Yet another option is to continue playing safe, just focusing on staying alive. You are removing your fate from your own hands in a way by doing this. You are then banking on the leader being killed or messing up without your intervention, in order for you to catch up. Alternatively, keep in mind who else is playing. Sumo is full of relationships and match politics. There might be eight players with their own agendas. Just keep in mind then, that there may be other players trying to do some headhunting for you.<br /><br /><br />
Lastly, keep fighting until the Match Winner message is displayed. In addition to general comeback opportunities, there are often matches that end with multiple players above the score limit. Armagetron has a few-seconds window between a player hitting the score limit, and the match ending, so it is possible to not be the first person to hit 900 points and still win the match.<br /><br /><br />
<br />
== How to Improve ==<br />
Reading and theory can only get you so far, so here are some quick ideas on how you can actually improve.<br /><br /><br />
Watch other players. This is probably the most common advice you will get if you ask someone how you can improve. Every good player now has watched other players to learn about sumo themselves. Often, you can ask a player who they watched when they were learning, and they will have a list come right to mind. Often, those older players’ styles are very noticeable in the newer player’s own style. Every time you die, try to be watching what the ‘good’ players are doing. It is great if you can find good players whose styles are similar to yours, that you like and would like to imitate. Finding players with very different styles is also a great way to gain a fuller understanding of sumo. For example, something that may be a massive part of someone else’s style could be adapted to be tool that you occasionally use to improve your own style. Another reason to watch other players of all levels is that it allows you to see what different people are vulnerable to, and what you can take advantage of when facing them. It is easiest, and probably best to watch how current good players are playing the game in order to learn, but there are recordings available of old matches, and you can learn a lot from watching those as well. (vps-zman.armagetronad.org/~manuel/recordings/)<br /><br /><br />
Another way to improve is to pinpoint individual aspects of sumo and exaggerate them when practicing, so that applying it under the pressure of a match feels natural. A few examples might be:<br />
*Single binding: forces you to think more about your moves, and how you set up your space<br />
*Playing without brakes: builds your comfort at high speed, and losing speed by turning instead of braking.<br />
*Limiting your space: gets you comfortable living in tight spaces, and understand how to make a trail that you can follow through multiple rotations.<br />
*Of course, you don’t need to be so extreme in all of these aspects during normal matches. This practice strategy is like using ankle weights; incorporating these ideas at a normal level in your own game will feel much easier after exaggerating them.<br /><br /><br />
In a similar vein, use specialized practice servers or settings. Some players will have their own custom environments they like for practicing alone, but there are great public servers you can take advantage of. Tunnel Trouble and Snake are the best examples of this, and help you focus on specific aspects of sumo.<br /><br /><br />
Most importantly, you have to play sumo to get better at sumo. Playing a lot will help you improve faster, but you also have to be active in your learning while you play. You can play a lot without thinking, and still improve, but it won’t be as effective as actively learning. Focus on what is working, what isn’t, and what others are doing. Limit the lazy, throwaway decisions that get you killed. Play to win by staying focused and trying to live.<br /><br /><br />
<br />
=== As You Improve ===<br />
As you start to improve, you will build some muscle memory, making you more comfortable just staying alive. This will allow you to shift your focus to more conceptual ideas throughout more of the round, also allowing you to plan ahead.<br /><br /><br />
After a while, you will be more aware of your own style developing. Being aware of your style means you can focus on certain aspects of the game that fit you best. You might notice there are aspects of the game that even though you are able to do them now, may just not fit into your style or be necessary. Oppositely, there may be things that you used to avoid because of your skill level, that you can now incorporate more heavily into your style. As you improve, your style becomes the deciding factor for what you incorporate, as opposed to being limited by what you can and can not do. As your unique style develops, you will also become more predictable. To varied extents, others might be aware of your habits, and adapt around that, forcing you to change in turn. More noticeably though, you will be predictable to yourself. You will have a better feel for your own space, and when everything breaks down, moving through your space will feel more natural, and you won’t find yourself being caught off guard by previous walls that feel out of place.<br /><br /><br />
<br />
<br />
== TL;DR == <br />
Sumo is not all luck.<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Glossary&diff=59195
Glossary
2021-11-08T22:04:31Z
<p>Sinewav: </p>
<hr />
<div>The following alphabetised list summarises some of the terms used by players for gaming in general, as well as Armagetron-specific jargon.<br />
<br />
=== Abbreviations ===<br />
<br />
{| class="wikitable"<br />
|'''DC'''<br />
| Disconnect.<br />
|-<br />
|'''GG/GM/GZ'''<br />
| Congratulatory variations of good game, good going, good match, and sometimes good zone. Almost always at the end of a match.<br />
|-<br />
|'''GL'''<br />
| Good Luck. Usually, followed by HF (have fun) at the beginning of a competitive match. <br />
|-<br />
|'''HF'''<br />
| Have fun!<br />
|-<br />
|'''NF/GF'''<br />
| Nice/Good Fight, usually after an intense 1v1 in Dogfight or Sumo<br />
|-<br />
|'''NPH'''<br />
| No Point Hole. In Fortress, a special move that allows holing while conserving points.<br />
|-<br />
|'''PT'''<br />
| Perfect Turn: Making an extremely precise turn around an outside corner.<br />
|-<br />
|'''TK'''<br />
| Team Kill<br />
|-<br />
|'''VC'''<br />
| Voice Chat<br />
|-<br />
|'''WD'''<br />
| Well Done<br />
|}<br />
<br />
=== Backdoor ===<br />
Escaping a boxing situation by tunneling between yours and your opponent's trail, usually leading to an opening or at least positioning you near the end of their trail.<br />
<br />
=== Binding ===<br />
Generally, to assign a key to an action. You might bind a left arrow key to a left turn. Binding two keys to a turn is double-binding, and three keys is triple-binding. However, sometimes turns are described as "binding." For example, instead of saying you turned left three times you might say "I triple-binded."<br />
<br />
=== Boxing ===<br />
Boxing is simply driving a wall completely around another player, so he can't escape and will eventually run into it. Some players like to create a tight [[Glossary#Sealing|seal]] on their exit from this manoeuvre by [[Glossary#Digging|Digging]] a wall, other players like to give their victim a small chance of escape and do not [[Glossary#Sealing|seal]] the box completely.<br />
<br />
=== Camping ===<br />
Camping is generally defined as the deliberate avoidance of confrontation by working an area of the grid away from other players, and therefore needlessly prolonging a match. [[Glossary#Boxing|Boxing]] yourself into an area of the [[Glossary#Game Grid|Game Grid]] in order to 'camp it out' is seen as very dishonourable.<br />
<br />
See [[Camping]]<br />
<br />
=== Capture the Flag (CTF) ===<br />
Capture the Flag is a game mode in which opposing teams try to return the enemy's flag to their own zone, whilst defending their own flag. Complex strategies can unfold, with individual players defending their own flag, [[Glossary#Spawn Point|re-Spawning]] core dumped players by driving through their own zone and defending the player currently holding the enemy flag.<br />
<br />
See [[Capture the Flag]]<br />
<br />
=== Centering ===<br />
In Fortress, driving inside the other team's grind in order to reach their zone. Usually done by player's in the Center position.<br />
<br />
=== Core Dump ===<br />
To 'de-rez' or kill an opponent on the Game Grid, by causing them to drive into a wall.<br />
<br />
=== Cutting ===<br />
Cutting is the simplest way of attacking an enemy [[Glossary#Zone|Zone]], essentially driving your cycle through the gap between the goalie and the end of his wall, 'Cutting' him off.<br />
<br />
See [[Cutting]]<br />
<br />
=== Digging ===<br />
Although technically a misuse of the [[Glossary#Rubber|rubber]] mechanics in Armagetron Advanced, it is essential to understand the basics of digging in order to survive on the [[Glossary#Game Grid|game grid]]. Digging refers to the use of a players [[Glossary#Rubber|Rubber]] reserves to get as close as possible to a wall without dying, before turning to grind.<br />
<br />
See [[Digging]]<br />
<br />
=== Double / Triple Binding ===<br />
The act of associating multiple keys to the same action, such as turning. By pressing multiple keys in succession it is possible to execute very tight turns.<br />
<br />
See [[Double Binding]]<br />
<br />
=== Fortress ===<br />
Fortress is a game mode, in which opposing teams try to overwhelm and 'capture' each other's zones. This game mode is very often played in two teams, with one or two players defending their [[Glossary#Zone|Zone]] while the others attack the enemy.<br />
<br />
See [[Fortress]]<br />
<br />
=== Game Client (or Client) ===<br />
The game client is the software that allows you to play Armagetron Advanced, and is most often simply called 'the game'. It takes user input from the keyboard, and displays a graphical representation of what is happening in the game to the screen. The game client also has a large number of different settings, allowing for different input configurations, detail settings, player profiles, etc. Plus the ability to connect to a [[Glossary#Server|server]] on the internet, allowing for on-line play against other human opponents from around the world.<br />
<br />
See [[Installing the Game]]<br />
<br />
=== Game Grid ===<br />
The playing area that a game of Armagetron takes place within. This could be an size and shape depending on the current [[Glossary#Map|Map]].<br />
<br />
=== Ganking ===<br />
Literally slang for "stealing", a gank describes conquering a [[Fortress]] zone with a ''compromised but unbroken'' defense. Over time, ganking has become synonymous with conquering any Fortress zone, no matter it's state of defense.<br />
<br />
=== Grinding ===<br />
The act of running very close to a cycle trace or sometime an arena wall to benefit from the wall acceleration effect. A sound effect and sparks will normally accompany a grind.<br />
<br />
See [[Grinding]]<br />
<br />
=== Holing ===<br />
A kamikaze attack on an opponent's trail in order to create a hole for a teammate to drive through. Used in Fortress and CTF to reach a zone encircled by the opposing team.<br />
<br />
=== Hug ===<br />
When two players cut in front of and simultaneously core dump each other<br />
<br />
=== Kick ===<br />
Kicking is when you vote to get rid of a player because they are causing a nuisance. Occasionally, a kick vote will be used maliciously by some players, however this rarely succeeds and in fact often backfires. Player kicking is disabled on some servers.<br />
<br />
See [[Etiquette and Protocol]] <br />
<br />
=== Külting ===<br />
A basic maneuver to save space. Stacking a your trail by triple binding back and forth in a line. Named after the player Kült.<br />
<br />
=== Lag ===<br />
Lag is the perceived time delay between making an action and seeing the result on the screen. In a local game, this delay is imperceptible, however online games are subject to network latency, as well as numerous other factors.<br />
<br />
See [[Lag]]<br />
<br />
=== Map ===<br />
A map contains the configuration and layout of the [[Glossary#Game Grid|Game Grid]], and can change numerous settings including the shape and area of the Game Grid, wall positions, player [[Glossary#Spawn Point|Spawn Point]]s, number of [[Glossary#Axes|Axes]], [[Glossary#Zone|Zone]] sizes and positions, etc.<br />
<br />
See [[Map Making]]<br />
<br />
=== Maze Cucking ===<br />
Violating the maze of a passively mazing player in Sumo.<br />
<br />
=== Mazing ===<br />
Creating an intricate pattern with your cycle trail. This can be done for practice, decoration, or as an important space-saving technique. Mazing is especially important in Sumo.<br />
<br />
See [[Mazing]]<br />
<br />
=== Plugging ===<br />
In High Rubber servers, to obscure the path around a corner so the tunneling opponent becomes disorientated and confused. It's a combination of going backwards through the tunnel and using rubber strategically, usually several times.<br />
<br />
=== Respawn ===<br />
The act of reviving your teammates after they die by going into your base or respawn area. <br />
A.K.A. res, resing, pru (please respawn us)<br />
<br />
=== Rubber ===<br />
Rubber is a mechanism that helps to account for [[Glossary#Lag|Lag]], where time is artificially slowed as your cycle approaches walls, this allows you to react to a situation that would ordinarily have already happened and killed you. If a cycle exceeds its rubber limit at any time, it is considered to have crashed into a wall. Rubber is normally regained at a steady pace.<br />
<br />
See [[Rubber]]<br />
<br />
=== Sealing ===<br />
Synonym for [[Glossary#Digging|digging]]. Using a significant amount of rubber while into a wall in order to prevent someone from passing between.<br />
<br />
=== Server ===<br />
The computer (or software that resides on it) that 'serves' game information to [[Glossary#Game Client|game clients]], this acts as a hub for game clients to connect to and play a game with each other. In the context of Armagetron Advanced, the term server usually refers to the 'dedicated server' version of the game, that allows [[Glossary#Game Client|game clients]] to connect and play, but does not allow direct play through a local interface.<br />
<br />
See [[Server Administration]]<br />
<br />
=== Spawn Point ===<br />
A point on the [[Glossary#Game Grid|Grid]] where a player 'blinks' into existence. In some game modes it is possible to revive or 're-spawn' dead players at their spawn points, whilst in others play continues and players re-spawn in the next round.<br />
<br />
=== Sumo ===<br />
A game mode requiring players to battle inside a slowly shrinking zone. As a verb, "to sumo" is any number of players battling to control a zone. As an adjective, it describes the act of controlling a zone either from partially or completely inside. An example from Fortress is a "Sumo Defense."<br />
<br />
=== Team-Kill ===<br />
A Team-Kill is when a player kills a team-mate, this is usually unintentional although it can have repercussions if not apologized for.<br />
<br />
=== Tunneling ===<br />
Driving between two close trails. Some game modes are centered around tracing trails and deliberately leaving space for opponents to tunnel through, often leaving branching turns to trap the unprepared.<br />
<br />
<br />
=== Womble ===<br />
A basic maneuver to save space. Double-binding back and forth. Named after the player Womble.<br />
<br />
=== Wrap ===<br />
To closely cut in front of and completely surround another player in a single motion. Usually results in instant death because of the close proximity is almost always within the lag-meter's prediction range, giving the opponent no time to react.<br />
<br />
=== Zone ===<br />
An area of the [[Glossary#Game Grid|grid]] surrounded by a coloured, semi-transparent, passable wall; sometimes corresponding to a team's colour which denotes ownership. Zones can serve multiple purposes, such as fortress areas, win zones and death zones, and are 'activated' by keeping your cycle within them (Zone activation can involve the collapse of a zone, such as in the [[Fortress]] game type, or the capturing of a flag, seen in the [[CTF]] game type).<br />
<br />
[[Category:Playing]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Guidelines/Voting&diff=59194
Ladle/Guidelines/Voting
2021-11-07T22:46:15Z
<p>Sinewav: /* Past Votes */ fixed some column widths</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Ladle Voting=<br />
<br />
The decision-making process for Ladle-related issues was sketchy at best before the voting system was in place. Previously, community members might make a forum poll or some complaint thread and people would argue a point. Very little was ever accomplished and every change was a challenge to authority of sorts.<br />
<br />
At one point, people began to question the nature of the Ladle rules themselves and the authority for which they had been created. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19023] It was clear something needed to be done. By February 2009, just about everything related to the Ladle was in question again. A discussion of rules broke out, but this time it was about not just what rules we should have, but how to decide on them as a community.[http://forums3.armagetronad.net/viewtopic.php?p=203321#p203321] Lackadaisical pointed out a vote from Ladle-16 where the teams successfully decided on settings.[http://forums3.armagetronad.net/viewtopic.php?f=60&t=18717] Eventually it was decided to try out a quarterly voting schedule using the previous method from Ladle-16. The first quarterly vote coincided with Ladle-21 and was used consistently with great success.<br />
[http://forums3.armagetronad.net/viewtopic.php?f=60&t=19247]<br />
<br />
The process was simple and went smoothly for a long time. Every third Ladle, a discussion thread was created to talk about Ladle issues. Ideas were argued thoroughly. One week before the Ladle sign-ups close, a voting thread was created. The thread contained the choices for teams to vote on. Only teams signed up could vote, one vote per team (if you had a large clan with 2 teams, that meant 2 votes). Voting closed when sign-ups closed. Note: occasionally situations arose where emergency voting was needed and the previous Ladle teams were used. This system shaped Ladle Fortress into what it is today. However, quarterly voting was suspended in January of 2011 due to irreconcilable differences (some felt there was too much tampering with the tournament and others felt voting was a chore).[http://forums3.armagetronad.net/viewtopic.php?p=239560#p239560]<br />
<br />
Votes no longer happen quarterly, but because the voting system proved to be immensely helpful it is still used when problems cannot be solved through discussion alone.<br />
<br />
==Past Votes==<br />
<br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #000000; border-collapse:collapse; font-size:95%; empty-cells:show; text-align:left;"<br />
|-<br />
! Ladle !! Issue !! Results, Choices<br />
|-<br />
| style="width:4em;" rowspan="4" | [http://forums3.armagetronad.net/viewtopic.php?p=199514#p199514 L-16]<br />
| style="width:20em;" | score_hole<br />
| '''0 points''' (4), 1 point (2)<br />
|-<br />
| 2v2 fortress conquering<br />
| '''unconquerable''' (5), conquerable (1)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (4), 10/0 (2)<br />
|-<br />
| winzone / deathzone<br />
| '''no''' (6), yes, expanding, when? (0)<br />
|-<br />
| rowspan="9" | [http://forums3.armagetronad.net/viewtopic.php?p=206556#p206556 L-21]<br />
|-<br />
| team size<br />
| '''6v6''' (4), 7v7 (0), 8v8 (2)<br />
|-<br />
| score_hole<br />
| '''0 points''' (6), 1 point (0)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (6), 10/0 (0)<br />
|-<br />
| brackets / team placement<br />
| '''random''' (6), seeded (0)<br />
|-<br />
| servers<br />
| '''balance of EU/US''' (5), random (1)<br />
|-<br />
| rotate finals between US/EU servers<br />
| '''yes''' (4), no (2)<br />
|-<br />
| coordinated server names<br />
| '''yes''' (6), no (0)<br />
|-<br />
| players must use names on Challenge Board<br />
| '''yes''' (5), no (1)<br />
|-<br />
| rowspan="10" | [http://forums3.armagetronad.net/viewtopic.php?p=209381#p209381 L-24]<br />
|-<br />
| team size<br />
| '''6v6''' (6), 7v7 (2), 8v8 (0)<br />
|-<br />
| score_hole<br />
| '''0 points''' (7), 1 point (0)<br />
|-<br />
| 2v2 fortress conquering<br />
| '''unconquerable''' (6), conquerable (2)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (8), 10/0 (0)<br />
|-<br />
| brackets / team placement<br />
| '''random''' (5), seeded (3)<br />
|-<br />
| finals are best of 3<br />
| '''yes''' (5), no (3)<br />
|-<br />
| Ladle start time<br />
| '''1 hour early''' (4), 1.5 (1), same (2)<br />
|-<br />
| Ladle should be on which day<br />
| '''Sunday''' (5), Saturday (2)<br />
|-<br />
| Ladle should be 2 days<br />
| '''no''' (7), Sat/Sun (0), consecutive Sundays (1)<br />
|-<br />
| rowspan="4" | [http://forums3.armagetronad.net/viewtopic.php?p=209381#p209381 L-27]<br />
|-<br />
| moderators<br />
| '''global''' (4), team leaders (1), both (3)<br />
|-<br />
| Ladle start time<br />
| '''18:45 GMT''' (6), 17:45 GMT (2)<br />
|-<br />
| double elimination<br />
| '''none''' (6), light (2), full (0)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19847 L-29]<br />
|-<br />
| adjust Ladle date for New Years/January<br />
| '''yes''' (7), no (2)<br />
|-<br />
| rowspan="5" | [http://forums3.armagetronad.net/viewtopic.php?p=217671#p217671 L-30]<br />
|-<br />
| Ladle follows daylight savings time<br />
| '''yes''' (12), no (0)<br />
|-<br />
| adjust Ladle date for New Years/January<br />
| '''yes''' (12), no (0)<br />
|-<br />
| Challenge Board cutoff-time/day<br />
| '''Thursday''' (6), Friday (5), Saturday (1)<br />
|-<br />
| elect global moderators<br />
| '''yes''' (11), no (1)<br />
|-<br />
| rowspan="3" | [http://forums3.armagetronad.net/viewtopic.php?p=224244#p224244 L-34]<br />
|-<br />
| team size<br />
| '''6v6''' (9), 7v7 (2), 8v8 (0)<br />
|-<br />
| hole size (explosion_radius)<br />
| '''0.75m''' (7), 2 (3), 0 (1)<br />
|-<br />
| rowspan="10" | [http://forums3.armagetronad.net/viewtopic.php?p=227761#p227761 L-36]<br />
|-<br />
| players must login to play<br />
| '''yes''' (11), no (1)<br />
|-<br />
| hole size (explosion_radius)<br />
| '''0.75m''' (8), 1.40 (1), 1.00 (2), 0.02 (1)<br />
|-<br />
| scoring distribution - conquered/win<br />
| '''4/6''' (11), 6/4 (1)<br />
|-<br />
| Players can be on multiple teams<br />
| '''no''' (12), yes (0)<br />
|-<br />
| players must use names on Challenge Board<br />
| '''no''' (8), yes (2)<br />
|-<br />
| Rule breakers get baned for next Ladle<br />
| '''yes''' (12), no (0)<br />
|-<br />
| Ladle 36 date<br />
| '''Traditional''' (9), 2nd Sunday (2)<br />
|-<br />
| Ladle 37 date<br />
| '''Traditional''' (9), 2nd Sunday (0)<br />
|-<br />
| Ladle 38 date<br />
| '''Traditional''' (7), 2nd Sunday (0)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=230272#p230272 L-37]<br />
|-<br />
| start seeding brackets (beginning Ladle 38)<br />
| '''4 seeds''' (5), 8 (1), 2 (2), no seeds (3)<br />
|-<br />
| rowspan="6" | [http://forums3.armagetronad.net/viewtopic.php?p=234486#p234486 L-39]<br />
|-<br />
| Ladle 39 date<br />
| '''Traditional''' (8), 2nd Sunday (1)<br />
|-<br />
| Ladle 40 date<br />
| '''Traditional''' (8), 2nd Sunday (1)<br />
|-<br />
| Ladle 41 date<br />
| '''Traditional''' (9), 2nd Sunday (0)<br />
|-<br />
| team size<br />
| '''6v6''' (7), 5v5 (1), 7v7 (2)<br />
|-<br />
| hole size<br />
| '''.75''' (7), 1.0 (2), 1.02727272727 (1)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=282102#p282102 L-77]<br />
|-<br />
| seeding (chosen by median)<br />
| '''1 Seed''' (2), No Seeds (4), 2 Seeds (3), 4 Seeds (1)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=295901#p295901 L-100]<br />
|-<br />
| double-elimination<br />
| '''[http://forums3.armagetronad.net/viewtopic.php?f=60&t=24272 yes]''' (30), [http://forums3.armagetronad.net/viewtopic.php?p=295633#p295633 No] (7)<br />
|-<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?f=60&t=24387 L-102]<br />
|-<br />
| starting time<br />
| '''[http://forums3.armagetronad.net/viewtopic.php?p=296835#p296835 yes]''' (17), [http://forums3.armagetronad.net/viewtopic.php?p=296835#p296835 No] (8)<br />
|-<br />
| colspan="3" align="center" style="background-color:#ddd" | '''Voting moves to Discord Polls'''<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38651&p=315668#p315668 L-115]<br />
|-<br />
| 4 Team Round Robin<br />
| no record<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38680 L-119]<br />
|-<br />
| Swiss-style tournament matching<br />
| no record<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38707&p=315838#p315838 L-120]<br />
|-<br />
| Ladle format and team size<br />
| '''[https://forums3.armagetronad.net/download/file.php?id=16012&mode=view Swiss Tournament & 6v6 ]'''<br />
|-<br />
| [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38928 L-127]<br />
| Ladle format for 5-8 Teams<br />
| '''Round Robin''' (15), 4 Round Swiss (3), 3 Round Swiss (2)<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?p=316513#p316513 L-130]<br />
| Forefits<br />
| '''Allowed with a penalty''' (12), Allowed under any circumstances (3), Allowed only if Team Leaders agree (2), Never (1)<br />
|-<br />
| Round Robin Ties<br />
| '''Largest score differential''' (8), Sum the score differential and... (3), Highest losing score (2)<br />
|-<br />
|}<br />
<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Guidelines/Voting&diff=59193
Ladle/Guidelines/Voting
2021-11-07T22:37:59Z
<p>Sinewav: /* Past Votes */ Cleaned up lower half of page now that voting happens on Discord</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Ladle Voting=<br />
<br />
The decision-making process for Ladle-related issues was sketchy at best before the voting system was in place. Previously, community members might make a forum poll or some complaint thread and people would argue a point. Very little was ever accomplished and every change was a challenge to authority of sorts.<br />
<br />
At one point, people began to question the nature of the Ladle rules themselves and the authority for which they had been created. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19023] It was clear something needed to be done. By February 2009, just about everything related to the Ladle was in question again. A discussion of rules broke out, but this time it was about not just what rules we should have, but how to decide on them as a community.[http://forums3.armagetronad.net/viewtopic.php?p=203321#p203321] Lackadaisical pointed out a vote from Ladle-16 where the teams successfully decided on settings.[http://forums3.armagetronad.net/viewtopic.php?f=60&t=18717] Eventually it was decided to try out a quarterly voting schedule using the previous method from Ladle-16. The first quarterly vote coincided with Ladle-21 and was used consistently with great success.<br />
[http://forums3.armagetronad.net/viewtopic.php?f=60&t=19247]<br />
<br />
The process was simple and went smoothly for a long time. Every third Ladle, a discussion thread was created to talk about Ladle issues. Ideas were argued thoroughly. One week before the Ladle sign-ups close, a voting thread was created. The thread contained the choices for teams to vote on. Only teams signed up could vote, one vote per team (if you had a large clan with 2 teams, that meant 2 votes). Voting closed when sign-ups closed. Note: occasionally situations arose where emergency voting was needed and the previous Ladle teams were used. This system shaped Ladle Fortress into what it is today. However, quarterly voting was suspended in January of 2011 due to irreconcilable differences (some felt there was too much tampering with the tournament and others felt voting was a chore).[http://forums3.armagetronad.net/viewtopic.php?p=239560#p239560]<br />
<br />
Votes no longer happen quarterly, but because the voting system proved to be immensely helpful it is still used when problems cannot be solved through discussion alone.<br />
<br />
==Past Votes==<br />
<br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #000000; border-collapse:collapse; font-size:95%; empty-cells:show; text-align:left;"<br />
|-<br />
! Ladle !! Issue !! Results, Choices<br />
|-<br />
| rowspan="4" | [http://forums3.armagetronad.net/viewtopic.php?p=199514#p199514 L-16]<br />
| style="width: 300px;" | score_hole<br />
| '''0 points''' (4), 1 point (2)<br />
|-<br />
| 2v2 fortress conquering<br />
| '''unconquerable''' (5), conquerable (1)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (4), 10/0 (2)<br />
|-<br />
| winzone / deathzone<br />
| '''no''' (6), yes, expanding, when? (0)<br />
|-<br />
| rowspan="9" | [http://forums3.armagetronad.net/viewtopic.php?p=206556#p206556 L-21]<br />
|-<br />
| team size<br />
| '''6v6''' (4), 7v7 (0), 8v8 (2)<br />
|-<br />
| score_hole<br />
| '''0 points''' (6), 1 point (0)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (6), 10/0 (0)<br />
|-<br />
| brackets / team placement<br />
| '''random''' (6), seeded (0)<br />
|-<br />
| servers<br />
| '''balance of EU/US''' (5), random (1)<br />
|-<br />
| rotate finals between US/EU servers<br />
| '''yes''' (4), no (2)<br />
|-<br />
| coordinated server names<br />
| '''yes''' (6), no (0)<br />
|-<br />
| players must use names on Challenge Board<br />
| '''yes''' (5), no (1)<br />
|-<br />
| rowspan="10" | [http://forums3.armagetronad.net/viewtopic.php?p=209381#p209381 L-24]<br />
|-<br />
| team size<br />
| '''6v6''' (6), 7v7 (2), 8v8 (0)<br />
|-<br />
| score_hole<br />
| '''0 points''' (7), 1 point (0)<br />
|-<br />
| 2v2 fortress conquering<br />
| '''unconquerable''' (6), conquerable (2)<br />
|-<br />
| scoring distribution - win/conquered<br />
| '''6/4''' (8), 10/0 (0)<br />
|-<br />
| brackets / team placement<br />
| '''random''' (5), seeded (3)<br />
|-<br />
| finals are best of 3<br />
| '''yes''' (5), no (3)<br />
|-<br />
| Ladle start time<br />
| '''1 hour early''' (4), 1.5 (1), same (2)<br />
|-<br />
| Ladle should be on which day<br />
| '''Sunday''' (5), Saturday (2)<br />
|-<br />
| Ladle should be 2 days<br />
| '''no''' (7), Sat/Sun (0), consecutive Sundays (1)<br />
|-<br />
| rowspan="4" | [http://forums3.armagetronad.net/viewtopic.php?p=209381#p209381 L-27]<br />
|-<br />
| moderators<br />
| '''global''' (4), team leaders (1), both (3)<br />
|-<br />
| Ladle start time<br />
| '''18:45 GMT''' (6), 17:45 GMT (2)<br />
|-<br />
| double elimination<br />
| '''none''' (6), light (2), full (0)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19847 L-29]<br />
|-<br />
| adjust Ladle date for New Years/January<br />
| '''yes''' (7), no (2)<br />
|-<br />
| rowspan="5" | [http://forums3.armagetronad.net/viewtopic.php?p=217671#p217671 L-30]<br />
|-<br />
| Ladle follows daylight savings time<br />
| '''yes''' (12), no (0)<br />
|-<br />
| adjust Ladle date for New Years/January<br />
| '''yes''' (12), no (0)<br />
|-<br />
| Challenge Board cutoff-time/day<br />
| '''Thursday''' (6), Friday (5), Saturday (1)<br />
|-<br />
| elect global moderators<br />
| '''yes''' (11), no (1)<br />
|-<br />
| rowspan="3" | [http://forums3.armagetronad.net/viewtopic.php?p=224244#p224244 L-34]<br />
|-<br />
| team size<br />
| '''6v6''' (9), 7v7 (2), 8v8 (0)<br />
|-<br />
| hole size (explosion_radius)<br />
| '''0.75m''' (7), 2 (3), 0 (1)<br />
|-<br />
| rowspan="10" | [http://forums3.armagetronad.net/viewtopic.php?p=227761#p227761 L-36]<br />
|-<br />
| players must login to play<br />
| '''yes''' (11), no (1)<br />
|-<br />
| hole size (explosion_radius)<br />
| '''0.75m''' (8), 1.40 (1), 1.00 (2), 0.02 (1)<br />
|-<br />
| scoring distribution - conquered/win<br />
| '''4/6''' (11), 6/4 (1)<br />
|-<br />
| Players can be on multiple teams<br />
| '''no''' (12), yes (0)<br />
|-<br />
| players must use names on Challenge Board<br />
| '''no''' (8), yes (2)<br />
|-<br />
| Rule breakers get baned for next Ladle<br />
| '''yes''' (12), no (0)<br />
|-<br />
| Ladle 36 date<br />
| '''Traditional''' (9), 2nd Sunday (2)<br />
|-<br />
| Ladle 37 date<br />
| '''Traditional''' (9), 2nd Sunday (0)<br />
|-<br />
| Ladle 38 date<br />
| '''Traditional''' (7), 2nd Sunday (0)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=230272#p230272 L-37]<br />
|-<br />
| start seeding brackets (beginning Ladle 38)<br />
| '''4 seeds''' (5), 8 (1), 2 (2), no seeds (3)<br />
|-<br />
| rowspan="6" | [http://forums3.armagetronad.net/viewtopic.php?p=234486#p234486 L-39]<br />
|-<br />
| Ladle 39 date<br />
| '''Traditional''' (8), 2nd Sunday (1)<br />
|-<br />
| Ladle 40 date<br />
| '''Traditional''' (8), 2nd Sunday (1)<br />
|-<br />
| Ladle 41 date<br />
| '''Traditional''' (9), 2nd Sunday (0)<br />
|-<br />
| team size<br />
| '''6v6''' (7), 5v5 (1), 7v7 (2)<br />
|-<br />
| hole size<br />
| '''.75''' (7), 1.0 (2), 1.02727272727 (1)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=282102#p282102 L-77]<br />
|-<br />
| seeding (chosen by median)<br />
| '''1 Seed''' (2), No Seeds (4), 2 Seeds (3), 4 Seeds (1)<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?p=295901#p295901 L-100]<br />
|-<br />
| double-elimination<br />
| '''[http://forums3.armagetronad.net/viewtopic.php?f=60&t=24272 yes]''' (30), [http://forums3.armagetronad.net/viewtopic.php?p=295633#p295633 No] (7)<br />
|-<br />
|-<br />
| rowspan="2" | [http://forums3.armagetronad.net/viewtopic.php?f=60&t=24387 L-102]<br />
|-<br />
| starting time<br />
| '''[http://forums3.armagetronad.net/viewtopic.php?p=296835#p296835 yes]''' (17), [http://forums3.armagetronad.net/viewtopic.php?p=296835#p296835 No] (8)<br />
|-<br />
| colspan="3" align="center" style="background-color:#ddd" | '''Voting moves to Discord Polls'''<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38651&p=315668#p315668 L-115]<br />
|-<br />
| 4 Team Round Robin<br />
| no record<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38680 L-119]<br />
|-<br />
| Swiss-style tournament matching<br />
| no record<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38707&p=315838#p315838 L-120]<br />
|-<br />
| Ladle format and team size<br />
| '''[https://forums3.armagetronad.net/download/file.php?id=16012&mode=view Swiss Tournament & 6v6 ]'''<br />
|-<br />
| [https://forums3.armagetronad.net/viewtopic.php?f=60&t=38928 L-127]<br />
| Ladle format for 5-8 Teams<br />
| '''Round Robin''' (15), 4 Round Swiss (3), 3 Round Swiss (2)<br />
|-<br />
| rowspan="2" | [https://forums3.armagetronad.net/viewtopic.php?p=316513#p316513 L-130]<br />
| Forefits<br />
| '''Allowed with a penalty''' (12), Allowed under any circumstances (3), Allowed only if Team Leaders agree (2), Never (1)<br />
|-<br />
| Round Robin Ties<br />
| '''Largest score differential''' (8), Sum the score differential and... (3), Highest losing score (2)<br />
|-<br />
|}<br />
<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Operations&diff=59192
Ladle/Operations
2021-11-07T22:05:03Z
<p>Sinewav: /* Stage 4 - Playing the Ladle */</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Rules for players=<br />
# To be considered valid, a team must have a minimum of 4 players including at least one but not more than two Team Leaders.<br />
# Team Leaders must list their Global ID on the Challenge board. Players can not be signed up under multiple teams. You may only play for one team each Ladle.<br />
# Only Team Leaders may add, edit or remove their team from the Challenge Board. Modifications to the position of Team Leader may be done by the current Team Leader(s) or the new Team Leader(s).<br />
# A player can remove themselves from the Challenge Board at any time.<br />
# It is recommended that C tier players improve their skills in sumo to be able to withstand the scourge of super teams ruining ladle competition.<br />
# Changes may happen at any time until the cut-off for the provisional placement of teams, which is currently 18:00 GMT on Thursday before the event (See [[#Stage 2|Stage 2]] for more information).<br />
# After the brackets have been set a Team Leader may add or replace a maximum of two players per team. A combination of one added and one switched is also acceptable. You can remove as many players as you like as long as no more than two unique names are added.<br />
# Team Leaders should not change after the brackets are chosen or they may lose authority (servers need to be updated).<br />
# Players listed on the Challenge Board are not allowed to join or switch teams under '''any''' circumstances in the hour before opening rounds. The Challenge Board is effectively locked until Ladle starts, after which changes may be made to reflect actual playing situations (scores, server changes, substitutes, no shows).<br />
# Substitutes may be added until the start of the semi-finals. After the semi-finals begin, a team needs the approval of the opponent to add a substitute.<br />
# Everyone must be authenticated in order to participate during the Ladle.<br />
# Regarding times, if an opponent team has not shown up on time and the opponent team is not currently engaged in an earlier scheduled match, then the match can begin even if the opponent team is not full strength. A team can decide to give the opponent team a maximum of 10 minutes to prepare themselves. A forfeit is considered a bye. After the opening rounds, players may take no longer than 10 minutes between finals to organize themselves for the next match.<br />
# Be aware of preexisting bans on tournament servers. If you were previously banned from a Ladle server it is your responsibility to discover the ban and make arrangements with the server administrator beforehand. There is no guarantee a ban can be lifted on Ladle day.<br />
# No racist, anti-semitic, sexist or other discriminative team and player names.<br />
<br />
=Rules for server owners & operators=<br />
# Use only the official Ladle settings and no other.<br />
# Make sure your server is up to date with the final version of the Ladle settings.<br />
# Please run the Ladle settings from default server configurations in order to make sure everything is unchanged. Also make sure you have no settings in your everytime.cfg or autoexec.cfg that would otherwise change the settings.<br />
# Do not authorise or give anyone other than Global Moderators an access level of Moderator (2). Please also ensure Team Leaders have the correct access level (7).<br />
# Do not use customized colours for teams. Gold and blue should be the standard.<br />
# Do not use customized language strings on your server.<br />
# Please limit the number of messages to promote or advertise your own site/server. One message in the ROUND_CONSOLE_MESSAGE should be enough. MESSAGE_OF_DAY is reserved for use by the Ladle configuration file.<br />
<br />
=How the Ladle works=<br />
<br />
===Stage 1 - Preparation===<br />
A Ladle Enthusiast will prepare the wiki for a new event keeping the following in mind -<br />
* Per tradition, the Ladle will be played on the first Sunday of every month (except for January, which will take place on the Sunday following the first Tuesday of the month).<br />
* The opening round of play will start at 18:45 GMT for a 16 team bracket, and 18:00 GMT for a 32-team bracket.<br />
* The start times will change to follow Daylight Savings Time in the EU.<br />
* Generally, 45 minutes is allowed to complete each round.<br />
<br />
Here is a checklist of things to do when preparing a new Challenge Board:<br />
<br />
* Make an entry for the previous Ladle on the [[Ladle/Results|Results]] page. Add the bracket template and update the table of contents.<br />
* Copy the teams and brackets from the old Challenge Board into a [[Ladle_{{Ladle Meta|number}}|new event page]]. In addition, link directly to any recordings and add screenshots if presented. Follow the example on the previous results page for guidance.<br />
* Edit the old Challenge Board and remove the teams. Rename the bracket template to the current Ladle number. Migrate the servers to the commented section below the heading.<br />
* Create the [[Template:Ladle{{#expr:{{Ladle Meta|number}} + 1}}Bracket|new bracket]] by copying a blank ''TeamBracket'' into it ([[Template:DoubleElimLadleBracket|16 Team]] or [[Template:DoubleElimLadleBracket8|8 Team]]). <strike>Please remember to place the [[#Seeding|seeds]] in their proper place.</strike><br />
* Create a new forum topic announcing the next Ladle.<br />
* Update [[Template:Ladle Meta]].<br />
* On [[Ladle/Challenge Board]] check that the time table is displayed with the appropriate number of rounds.<br />
<br />
===Stage 2 - Team Sign Ups===<br />
Teams are added to the Challenge Board until the cut off for provisional placement, which is currently 18:00 GMT on Thursday before the event. This will allow time for server administrators to update their servers, teams to discuss strategy and players/enthusiasts to share their predictions on the forums if they wish to. In the event your team misses the sign up deadline, and one or more teams have a bye in the first round, you may ask the team with the first bye for permission to fill the open slot. If they refuse, go through the byes in order. Alternatively, a team can make a public appeal, but must take the lowest bye offered up. [http://forums3.armagetronad.net/viewtopic.php?p=244403#p244403] No team is under any obligation to give up a bye, and open slots are first come, first serve. ''Note: If your entire team does show up for Ladle, you may be subject to disciplinary action.''<br />
<br />
===Stage 3 - Setting the Challenge Board===<br />
''Note: this section is slightly outdated in many ways and should probably be cleaned up.''<br />
<br />
Ladle Enthusiasts meet up on the official [[IRC Channel|#Armagetron]] IRC channel at 18:00 GMT the Thursday prior to the Ladle to determine the brackets. Once on the IRC channel, one enthusiast will fill in the servers to play on, following these procedures -<br />
*Odd numbered ladles have Finals played in a US server.<br />
*Even numbered ladles have Finals played in a EU server.<br />
*Servers must flow smoothly and not have too many unnecessary switches.<br />
<br />
Backup servers should alternate regions. Backups for NA should be in EU and vice versa. However, it is always the responsibility of Team Leaders to decide which server to move to, and the alternate server can be anywhere, and can even be a public Fortress server if no Ladle servers are available.<br />
<br />
Once servers are set, check the IRC bot (and CT website) by testing !randomteam and !r (roulette). The randomteam function takes arguments (seeds/teams) divided by spaces, so there should be no spaces or any non-alphanumeric characters in the team names. Abbreviations are Ok. The first Ladle enthusiast should submit the !randomteam arguments for the second enthusiast to double-check and approve. If no errors exist, the first enthusiast calls !randomteam with arguments and the second enthusiast types !r immediately after. This witnessing makes the bracket randomization ''"official."'' If a !randomteam error was not caught in the initial testing than test and redo the .r and .randomteam commands. The resulting output of !randomteam should now be edited into the bracket.<br />
<br />
<br />
!randomteam can handle seeds, to use<br />
!randomteam <number of seeds> seed1 seed2 .... seedn teama teamb teamc<br />
Example being for ladle 38<br />
!randomteam 4 ct sp unk r tx una tu ds da pru id nbk ot ctb vcl<br />
remember spaces separate teams, so don't use them in team names<br />
<br />
<br />
Make sure to include the byes, they are listed with the number next to them. When saving the bracket remember to add a useful comment such as "Setting Teams based on <link to !randomteam output>"<br />
<br />
<br />
Code for !randomteam is [http://armagetron.pastebin.com/cATFDLsK here] [outdated]<br />
<br />
Some other various tools can be found [https://adventuresoftron.com/ladle/ here].<br />
<br />
As the IRC channel is no longer operable for Ladle planning, a small downloadable application has been created to achieve the same task of generating pairs of teams. It is a Windows-based application that is designed to be compatible with WINE/Proton. <br />
<br />
You can find the application, complete with source, here: https://vixen.international/assets/pub/LadleTeamBuilder.zip<br />
<br />
A simple web tool to also accomplish randomly generating pairs of teams is also available here: https://www.armanelgtron.tk/ladlematchgeneration.html<br />
<br />
===Stage 4 - Playing the Ladle===<br />
<del>Team Leaders meet in IRC in the #armagetron.ladle channel on [http://freenode.net freenode] ([http://webchat.freenode.net/?channels=#armagetron.ladle IRC web client]) 45 minutes before the opening rounds. This meeting is to make final preparations for Ladle, and to solve any problems that have arisen after the brackets were chosen. Teams then meet at the designated servers and play the best of 3 matches in the upper bracket and 1 match only in the lower bracket.</del> Note: Tournament organization now happens on Discord and problems are solved as they arise.<br />
<br />
Teams meet at the designated servers on time to play a hybrid [[Ladle/Operations#Round Robin | Round Robin]] tournament. Ladle Enthusiasts should record results on the brackets if Team Leaders fail to do so. [[Bracket Tutorial|Here's a crash course on how to update it efficiently]]. The brackets should be followed precisely unless there is a serious issue with the primary server. Team Leaders can discuss moving to the secondary server (examples: the majority of the players are from the same region and want to play on a closer server, or the primary server becomes unstable). ''Both teams must be in full agreement before switching servers.'' If no agreement can be reached then play must continue in the primary server. If there is no backup server (for instance, in the opening round) a public Fortress server may be used if both teams agree. If a team tries to bully their opponent by refusing to play in the designated Ladle server '''they are in forfeit'''. In the extremely rare case of a missing primary and secondary server, teams should be accommodating to each other and the rest of Ladle by quickly moving their match to a public Fortress server and making the best of the situation. Please be agreeable and stay on time.<br />
<br />
Teams should prepare to play every round. Do your best to have substitute players in case of a scheduling conflict. Sometimes you can't field a full team or don't feel confident to play with less than a full roster. Teams can forfeit a match and take a penalty instead. (In a round robin match to 150 the score should be recorded as 150-0, with zero going to the forfeiting team.)<br />
<br />
* ''To be determined for double-elimination Ladles: Will the undefeated team get to choose the finals server from the entire Ladle pool?'' <br />
<br />
Team management is available on all Ladle servers. Designated Team Leaders should lock their teams so no random people can join, then invite their teammates as they arrive. All players are required to login to play, and those without forum accounts must be /OP'd by Global Moderator whose job it is to report this action on the current Ladle thread. <br />
[[Authentication_for_Players#Benefits|More on that here]].<br />
<br />
===Stage 5 - The Outcome===<br />
Players use the forums to congratulate the winners, discuss issues, and eventually vote for changes where needed.<br />
<br />
The majority of Ladles run smoothly, however, problems occasionally arise. Issues regarding settings, dates, and general management can be settled through post-Ladle discussions. Any changes must be announced on the forums well before the next event to allow for problem solving. While success of the tournament is everyone's responsibility there is usually a core group of Ladle enthusiasts who stay in close communication with each other, sometimes working behind the scenes. It is important for these persons to document everything and keep the tournament open and transparent.<br />
<br />
Sometimes problems cannot be solved through discussion alone and require a community vote. In this case a Ladle Discussion Thread is created to break down the problems into choices that can easily fit on a ballot. After the discussion is exhausted, a Ladle enthusiast makes a Ladle Voting Thread with a ballot linked to the discussion. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19444&start=0 Here is an ideal thread] to use as a model. Only teams signed up on the current Challenge Board can vote, one vote per team (usually by a Team Leader or designated representative). The voting ends when the Challenge Board is closed to sign ups (see above). We use a simple majority system: the highest number of votes wins. In case of a tie, no changes are made. Sometimes results may be decided by calculating the mean of the votes, usually when the choices are not binary. This should be stated beforehand for clarification. The results of the vote are then edited into the wiki and the ladle.cfg files. Read more about [[Ladle/Guidelines/Voting]]<br />
<br />
If the problem is a specific player or group of players, then they [[#Warnings & Penalties|can be punished]]. If the violation is serious enough and requires a timely change in rules or settings, the community can opt for a emergency vote using the previous Challenge Board.<br />
<br />
=Things to know=<br />
===Players & Teams===<br />
The most important things for players and teams to know and do is -<br />
* Elect a Team Leader who you can trust, who listens to everyone in the team, who is capable of communicating with other Team Leaders, and can follow the procedure to the letter on Ladle day. If you have doubts about the reliability of the Team Leader, then you should select an additional Team Leader for your team.<br />
* During the event, do not listen to anyone external to your team; rely on your Team Leader for information as to who you are playing and where.<br />
* Regarding ping, make sure your Team Leader is aware of your server location preference.<br />
<br />
===Team Leaders===<br />
The most important things for Team Leaders to know and do is -<br />
* A Team Leader should have their team signed up before the deadline.<br />
* A Team Leader should make sure all team edits, changes have been finalized before the last deadline.<br />
* Team Leaders must log-in under the same global ID they used on the Challenge Board. Failure to do so may result in loss of in-game authority.<br />
* Anything less than a full team of six players is considered your problem. An obliging opponent may reduce their numbers if they wish.<br />
* Team Leaders should update the wiki with match results as they move through the brackets.<br />
<br />
===Global Moderators===<br />
The most important things for Team Leaders to know and do is -<br />
* Listen closely to the Team Leaders and take direction from them.<br />
* Know how to use the [[Console_Commands|SLAP]] command to give points to a team.<br />
* Know how to /OP players.<br />
* Understand your role as assistant ([[Ladle/Operations#Global_Moderators_2|see below]]).<br />
* Keep an eye on the brackets and update match scores when possible. Sometimes it is helpful to update match wins during a game to let the teams focus on playing.<br />
<br />
===Global IDs and authentication===<br />
We recommend that you use [http://forums.armagetronad.net @forums] authority due to the chance of having a PM vote, however all other authorities are still accepted. [[Authentication_for_Players#Benefits|Read more about Authentication]]<br />
<br />
===Round Robin===<br />
Starting with Ladle 115, it was voted to play 4 team ladles using a round robin format and later extended to 5 and 6 team Ladles. (Probably 7 or 8 team Ladles will be single elimination but this has yet to be decided.) The current hybrid format is one match to 150 for each round. The two top teams then meet for a best of 3 finals with matches to 100 points. Teams should record their match scores, ''not win/loss'', on the Challenge Board as they play the tournament. In case of a two or three way tie, the teams with the largest score differential against the other tied teams advance to the finals.<br />
<br />
=Seeding=<br />
===Placement On Brackets===<br />
* Seeds are taken from the previous Ladle only.<br />
* Seeds must be planted in the bracket to ensure they do not meet in the first round of play. The higher the seed, the further apart they should be placed. For example, on a full 16 team bracket, the seeds might be placed as such:<br />
<pre>| RD1-team01= Seed 1 (winner)<br />
| RD1-team16= Seed 2 (loser)<br />
| RD1-team09= Seed 3 (lost to winner)<br />
| RD1-team08= Seed 4 (lost to loser)</pre><br />
* Byes get filled in reverse to give the winner the greatest chance of getting one (if there are 15 teams registered, seeds 4, 3, then 2 will face teams in the first round, but not seed 1)<br />
<br />
'''NOTE:''' as of Ladle 78 only one seed is recognized. The winner gets the first position on the following bracket and is guaranteed a bye when one exists. All other teams are randomized.<br />
<br />
===Retaining Your Seed===<br />
* The team name must remain the same. The exception is a slight variation or abbreviation of the name. However, it should be obvious to the person making the brackets this is a returning team with a seed. Please use good sense if you must use a variant or abbreviation.<br />
* The team must have either:<br />
** The same captain (or at least one captain out of the two, if there were two) and three additional players who were on the challenge board the previous ladle '''or'''<br />
** Five players who were on the challenge board in the previous ladle. Player names are restricted to the same guidelines as team names (above).<br />
* If your team does not meet these requirements you lose your seed and lower seeds move up to fill your position.<br />
<br />
=Responsibilities & duties during the Ladle=<br />
===Global Moderators===<br />
A Global Moderator is a server owner/player who acts as a ''subordinate'' to Team Leaders. In case of a mid-match server crash, a GM may be called upon to set the previous score using the SLAP <-x player> command. Global Moderators may also be called upon to /OP Team Leaders who lack proper authority. When this happens, the GM should draw special attention to this matter by posting the name of the player and server on the forums. This is so the community can review the situation and help solve any login problems. A GM may be called upon to kick a spectator to make room for team members who can't get into a full server. And in some cases, a GM might silence a spectator who is clearly harassing Team Members. GM's can only act at the request of ''both'' Team Leaders. They have no authority to interfere in a match in any way. They hold no powers of judgement and are purely assistants.<br />
<br />
===Team Leaders===<br />
Some main duties include starting the matches, editing team names to reflect scores, silencing spammers or distributive spectators not using the /team chat (if a GM is not present to silence them). They are above the Team Members in terms of authority so they make the final decision for their own participating team. ''Team Leaders are fully responsible for sorting out disagreements, especially in regards to server switching.'' Both Team Leaders have equal share of the complete decision.<br />
<br />
===Team Members===<br />
They have no specific authority other than all equally deciding on a new Team Leader if the original team leader is not present (or wishes to promote somebody else to the new Team Leader).<br />
<br />
=Warnings & Penalties=<br />
Players accused of violating a rule or committing an offense not defined by the rules they can be subject to a voting trial.<br />
<br />
===How a PM Vote Trial works===<br />
# A Ladle enthusiast creates a new forums thread about the PM Vote Trial after all evidence of wrongdoing comes to the surface. This will usually take several days for the witnesses to come forward and logs to be posted.<br />
# The enthusiast sends PMs to the server admins and Team Leaders (or other representative if post-Ladle fallout causes Team Leader(s) to become unavailable. In this case arrangements should be made between the team and Ladle enthusiast). All Team Leaders / representatives must be included, even if one of them is accused of committing an offense.<br />
# Ensure the voter names are in the TO field and publicly known. The list of voters should be posted in the appropriate thread.<br />
# The voting period must be open for at least one week, but may end earlier if everyone responds quickly. The end of voting should be clearly posted in the PMs and related thread. For example "Voting ends @ 18:00 GMT, on date..."<br />
# Team Leaders discuss the vote with their team.<br />
# Team Leaders and server admins send their vote back to the Ladle enthusiast. Teams with more than one Team Leader only have one vote.<br />
# The Ladle enthusiast sends a receipt to each voter as the votes are tallied. Receipts allow voters to retain some anonymity.<br />
# The results of the trial are then posted on the forums along with the receipts and the list of persons who actually voted. An example of a completed trial can be found [http://forums3.armagetronad.net/viewtopic.php?f=60&t=22524 here]<br />
<br />
The PM should link to all related threads and any available evidence. Each accused player should be listed separately as such:<br />
<br />
:<player> is accused of <violation(s)>. Given the evidence provided, is <player> guilty of breaking a Ladle rule or an offense against the tournament and community? If so, how many Ladles should they be banned for? (0 - 12)<br />
<br />
At least 2/3 of the votes must be yes for a ban to go into effect. The length of the ban will be the median response, rounded down. Bans take effect immediately and should be recorded in the [[Ladle/Penalty_Box|Penalty Box]] where they stay as a permanent record. If a banned player is caught participating in Ladle, a Global Moderator should kick/ban them immediately. The player in violation must be tried immediately and given a ban no less than twice the previous one. Allowing a banned person to play with you will likely send your entire team to trial, so don't do it!<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Operations&diff=59191
Ladle/Operations
2021-11-07T22:03:25Z
<p>Sinewav: /* Stage 4 - Playing the Ladle */ Updated section to reflect current procedure.</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Rules for players=<br />
# To be considered valid, a team must have a minimum of 4 players including at least one but not more than two Team Leaders.<br />
# Team Leaders must list their Global ID on the Challenge board. Players can not be signed up under multiple teams. You may only play for one team each Ladle.<br />
# Only Team Leaders may add, edit or remove their team from the Challenge Board. Modifications to the position of Team Leader may be done by the current Team Leader(s) or the new Team Leader(s).<br />
# A player can remove themselves from the Challenge Board at any time.<br />
# It is recommended that C tier players improve their skills in sumo to be able to withstand the scourge of super teams ruining ladle competition.<br />
# Changes may happen at any time until the cut-off for the provisional placement of teams, which is currently 18:00 GMT on Thursday before the event (See [[#Stage 2|Stage 2]] for more information).<br />
# After the brackets have been set a Team Leader may add or replace a maximum of two players per team. A combination of one added and one switched is also acceptable. You can remove as many players as you like as long as no more than two unique names are added.<br />
# Team Leaders should not change after the brackets are chosen or they may lose authority (servers need to be updated).<br />
# Players listed on the Challenge Board are not allowed to join or switch teams under '''any''' circumstances in the hour before opening rounds. The Challenge Board is effectively locked until Ladle starts, after which changes may be made to reflect actual playing situations (scores, server changes, substitutes, no shows).<br />
# Substitutes may be added until the start of the semi-finals. After the semi-finals begin, a team needs the approval of the opponent to add a substitute.<br />
# Everyone must be authenticated in order to participate during the Ladle.<br />
# Regarding times, if an opponent team has not shown up on time and the opponent team is not currently engaged in an earlier scheduled match, then the match can begin even if the opponent team is not full strength. A team can decide to give the opponent team a maximum of 10 minutes to prepare themselves. A forfeit is considered a bye. After the opening rounds, players may take no longer than 10 minutes between finals to organize themselves for the next match.<br />
# Be aware of preexisting bans on tournament servers. If you were previously banned from a Ladle server it is your responsibility to discover the ban and make arrangements with the server administrator beforehand. There is no guarantee a ban can be lifted on Ladle day.<br />
# No racist, anti-semitic, sexist or other discriminative team and player names.<br />
<br />
=Rules for server owners & operators=<br />
# Use only the official Ladle settings and no other.<br />
# Make sure your server is up to date with the final version of the Ladle settings.<br />
# Please run the Ladle settings from default server configurations in order to make sure everything is unchanged. Also make sure you have no settings in your everytime.cfg or autoexec.cfg that would otherwise change the settings.<br />
# Do not authorise or give anyone other than Global Moderators an access level of Moderator (2). Please also ensure Team Leaders have the correct access level (7).<br />
# Do not use customized colours for teams. Gold and blue should be the standard.<br />
# Do not use customized language strings on your server.<br />
# Please limit the number of messages to promote or advertise your own site/server. One message in the ROUND_CONSOLE_MESSAGE should be enough. MESSAGE_OF_DAY is reserved for use by the Ladle configuration file.<br />
<br />
=How the Ladle works=<br />
<br />
===Stage 1 - Preparation===<br />
A Ladle Enthusiast will prepare the wiki for a new event keeping the following in mind -<br />
* Per tradition, the Ladle will be played on the first Sunday of every month (except for January, which will take place on the Sunday following the first Tuesday of the month).<br />
* The opening round of play will start at 18:45 GMT for a 16 team bracket, and 18:00 GMT for a 32-team bracket.<br />
* The start times will change to follow Daylight Savings Time in the EU.<br />
* Generally, 45 minutes is allowed to complete each round.<br />
<br />
Here is a checklist of things to do when preparing a new Challenge Board:<br />
<br />
* Make an entry for the previous Ladle on the [[Ladle/Results|Results]] page. Add the bracket template and update the table of contents.<br />
* Copy the teams and brackets from the old Challenge Board into a [[Ladle_{{Ladle Meta|number}}|new event page]]. In addition, link directly to any recordings and add screenshots if presented. Follow the example on the previous results page for guidance.<br />
* Edit the old Challenge Board and remove the teams. Rename the bracket template to the current Ladle number. Migrate the servers to the commented section below the heading.<br />
* Create the [[Template:Ladle{{#expr:{{Ladle Meta|number}} + 1}}Bracket|new bracket]] by copying a blank ''TeamBracket'' into it ([[Template:DoubleElimLadleBracket|16 Team]] or [[Template:DoubleElimLadleBracket8|8 Team]]). <strike>Please remember to place the [[#Seeding|seeds]] in their proper place.</strike><br />
* Create a new forum topic announcing the next Ladle.<br />
* Update [[Template:Ladle Meta]].<br />
* On [[Ladle/Challenge Board]] check that the time table is displayed with the appropriate number of rounds.<br />
<br />
===Stage 2 - Team Sign Ups===<br />
Teams are added to the Challenge Board until the cut off for provisional placement, which is currently 18:00 GMT on Thursday before the event. This will allow time for server administrators to update their servers, teams to discuss strategy and players/enthusiasts to share their predictions on the forums if they wish to. In the event your team misses the sign up deadline, and one or more teams have a bye in the first round, you may ask the team with the first bye for permission to fill the open slot. If they refuse, go through the byes in order. Alternatively, a team can make a public appeal, but must take the lowest bye offered up. [http://forums3.armagetronad.net/viewtopic.php?p=244403#p244403] No team is under any obligation to give up a bye, and open slots are first come, first serve. ''Note: If your entire team does show up for Ladle, you may be subject to disciplinary action.''<br />
<br />
===Stage 3 - Setting the Challenge Board===<br />
''Note: this section is slightly outdated in many ways and should probably be cleaned up.''<br />
<br />
Ladle Enthusiasts meet up on the official [[IRC Channel|#Armagetron]] IRC channel at 18:00 GMT the Thursday prior to the Ladle to determine the brackets. Once on the IRC channel, one enthusiast will fill in the servers to play on, following these procedures -<br />
*Odd numbered ladles have Finals played in a US server.<br />
*Even numbered ladles have Finals played in a EU server.<br />
*Servers must flow smoothly and not have too many unnecessary switches.<br />
<br />
Backup servers should alternate regions. Backups for NA should be in EU and vice versa. However, it is always the responsibility of Team Leaders to decide which server to move to, and the alternate server can be anywhere, and can even be a public Fortress server if no Ladle servers are available.<br />
<br />
Once servers are set, check the IRC bot (and CT website) by testing !randomteam and !r (roulette). The randomteam function takes arguments (seeds/teams) divided by spaces, so there should be no spaces or any non-alphanumeric characters in the team names. Abbreviations are Ok. The first Ladle enthusiast should submit the !randomteam arguments for the second enthusiast to double-check and approve. If no errors exist, the first enthusiast calls !randomteam with arguments and the second enthusiast types !r immediately after. This witnessing makes the bracket randomization ''"official."'' If a !randomteam error was not caught in the initial testing than test and redo the .r and .randomteam commands. The resulting output of !randomteam should now be edited into the bracket.<br />
<br />
<br />
!randomteam can handle seeds, to use<br />
!randomteam <number of seeds> seed1 seed2 .... seedn teama teamb teamc<br />
Example being for ladle 38<br />
!randomteam 4 ct sp unk r tx una tu ds da pru id nbk ot ctb vcl<br />
remember spaces separate teams, so don't use them in team names<br />
<br />
<br />
Make sure to include the byes, they are listed with the number next to them. When saving the bracket remember to add a useful comment such as "Setting Teams based on <link to !randomteam output>"<br />
<br />
<br />
Code for !randomteam is [http://armagetron.pastebin.com/cATFDLsK here] [outdated]<br />
<br />
Some other various tools can be found [https://adventuresoftron.com/ladle/ here].<br />
<br />
As the IRC channel is no longer operable for Ladle planning, a small downloadable application has been created to achieve the same task of generating pairs of teams. It is a Windows-based application that is designed to be compatible with WINE/Proton. <br />
<br />
You can find the application, complete with source, here: https://vixen.international/assets/pub/LadleTeamBuilder.zip<br />
<br />
A simple web tool to also accomplish randomly generating pairs of teams is also available here: https://www.armanelgtron.tk/ladlematchgeneration.html<br />
<br />
===Stage 4 - Playing the Ladle===<br />
<del>Team Leaders meet in IRC in the #armagetron.ladle channel on [http://freenode.net freenode] ([http://webchat.freenode.net/?channels=#armagetron.ladle IRC web client]) 45 minutes before the opening rounds. This meeting is to make final preparations for Ladle, and to solve any problems that have arisen after the brackets were chosen. Teams then meet at the designated servers and play the best of 3 matches in the upper bracket and 1 match only in the lower bracket.</del><br />
<br />
Teams meet at the designated servers on time to play a hybrid [[Ladle/Operations#Round Robin | Round Robin]] tournament. Ladle Enthusiasts should record results on the brackets if Team Leaders fail to do so. [[Bracket Tutorial|Here's a crash course on how to update it efficiently]]. The brackets should be followed precisely unless there is a serious issue with the primary server. Team Leaders can discuss moving to the secondary server (examples: the majority of the players are from the same region and want to play on a closer server, or the primary server becomes unstable). ''Both teams must be in full agreement before switching servers.'' If no agreement can be reached then play must continue in the primary server. If there is no backup server (for instance, in the opening round) a public Fortress server may be used if both teams agree. If a team tries to bully their opponent by refusing to play in the designated Ladle server '''they are in forfeit'''. In the extremely rare case of a missing primary and secondary server, teams should be accommodating to each other and the rest of Ladle by quickly moving their match to a public Fortress server and making the best of the situation. Please be agreeable and stay on time.<br />
<br />
Teams should prepare to play every round. Do your best to have substitute players in case of a scheduling conflict. Sometimes you can't field a full team or don't feel confident to play with less than a full roster. Teams can forfeit a match and take a penalty instead. (In a round robin match to 150 the score should be recorded as 150-0, with zero going to the forfeiting team.)<br />
<br />
* ''To be determined for double-elimination Ladles: Will the undefeated team get to choose the finals server from the entire Ladle pool?'' <br />
<br />
Team management is available on all Ladle servers. Designated Team Leaders should lock their teams so no random people can join, then invite their teammates as they arrive. All players are required to login to play, and those without forum accounts must be /OP'd by Global Moderator whose job it is to report this action on the current Ladle thread. <br />
[[Authentication_for_Players#Benefits|More on that here]].<br />
<br />
===Stage 5 - The Outcome===<br />
Players use the forums to congratulate the winners, discuss issues, and eventually vote for changes where needed.<br />
<br />
The majority of Ladles run smoothly, however, problems occasionally arise. Issues regarding settings, dates, and general management can be settled through post-Ladle discussions. Any changes must be announced on the forums well before the next event to allow for problem solving. While success of the tournament is everyone's responsibility there is usually a core group of Ladle enthusiasts who stay in close communication with each other, sometimes working behind the scenes. It is important for these persons to document everything and keep the tournament open and transparent.<br />
<br />
Sometimes problems cannot be solved through discussion alone and require a community vote. In this case a Ladle Discussion Thread is created to break down the problems into choices that can easily fit on a ballot. After the discussion is exhausted, a Ladle enthusiast makes a Ladle Voting Thread with a ballot linked to the discussion. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19444&start=0 Here is an ideal thread] to use as a model. Only teams signed up on the current Challenge Board can vote, one vote per team (usually by a Team Leader or designated representative). The voting ends when the Challenge Board is closed to sign ups (see above). We use a simple majority system: the highest number of votes wins. In case of a tie, no changes are made. Sometimes results may be decided by calculating the mean of the votes, usually when the choices are not binary. This should be stated beforehand for clarification. The results of the vote are then edited into the wiki and the ladle.cfg files. Read more about [[Ladle/Guidelines/Voting]]<br />
<br />
If the problem is a specific player or group of players, then they [[#Warnings & Penalties|can be punished]]. If the violation is serious enough and requires a timely change in rules or settings, the community can opt for a emergency vote using the previous Challenge Board.<br />
<br />
=Things to know=<br />
===Players & Teams===<br />
The most important things for players and teams to know and do is -<br />
* Elect a Team Leader who you can trust, who listens to everyone in the team, who is capable of communicating with other Team Leaders, and can follow the procedure to the letter on Ladle day. If you have doubts about the reliability of the Team Leader, then you should select an additional Team Leader for your team.<br />
* During the event, do not listen to anyone external to your team; rely on your Team Leader for information as to who you are playing and where.<br />
* Regarding ping, make sure your Team Leader is aware of your server location preference.<br />
<br />
===Team Leaders===<br />
The most important things for Team Leaders to know and do is -<br />
* A Team Leader should have their team signed up before the deadline.<br />
* A Team Leader should make sure all team edits, changes have been finalized before the last deadline.<br />
* Team Leaders must log-in under the same global ID they used on the Challenge Board. Failure to do so may result in loss of in-game authority.<br />
* Anything less than a full team of six players is considered your problem. An obliging opponent may reduce their numbers if they wish.<br />
* Team Leaders should update the wiki with match results as they move through the brackets.<br />
<br />
===Global Moderators===<br />
The most important things for Team Leaders to know and do is -<br />
* Listen closely to the Team Leaders and take direction from them.<br />
* Know how to use the [[Console_Commands|SLAP]] command to give points to a team.<br />
* Know how to /OP players.<br />
* Understand your role as assistant ([[Ladle/Operations#Global_Moderators_2|see below]]).<br />
* Keep an eye on the brackets and update match scores when possible. Sometimes it is helpful to update match wins during a game to let the teams focus on playing.<br />
<br />
===Global IDs and authentication===<br />
We recommend that you use [http://forums.armagetronad.net @forums] authority due to the chance of having a PM vote, however all other authorities are still accepted. [[Authentication_for_Players#Benefits|Read more about Authentication]]<br />
<br />
===Round Robin===<br />
Starting with Ladle 115, it was voted to play 4 team ladles using a round robin format and later extended to 5 and 6 team Ladles. (Probably 7 or 8 team Ladles will be single elimination but this has yet to be decided.) The current hybrid format is one match to 150 for each round. The two top teams then meet for a best of 3 finals with matches to 100 points. Teams should record their match scores, ''not win/loss'', on the Challenge Board as they play the tournament. In case of a two or three way tie, the teams with the largest score differential against the other tied teams advance to the finals.<br />
<br />
=Seeding=<br />
===Placement On Brackets===<br />
* Seeds are taken from the previous Ladle only.<br />
* Seeds must be planted in the bracket to ensure they do not meet in the first round of play. The higher the seed, the further apart they should be placed. For example, on a full 16 team bracket, the seeds might be placed as such:<br />
<pre>| RD1-team01= Seed 1 (winner)<br />
| RD1-team16= Seed 2 (loser)<br />
| RD1-team09= Seed 3 (lost to winner)<br />
| RD1-team08= Seed 4 (lost to loser)</pre><br />
* Byes get filled in reverse to give the winner the greatest chance of getting one (if there are 15 teams registered, seeds 4, 3, then 2 will face teams in the first round, but not seed 1)<br />
<br />
'''NOTE:''' as of Ladle 78 only one seed is recognized. The winner gets the first position on the following bracket and is guaranteed a bye when one exists. All other teams are randomized.<br />
<br />
===Retaining Your Seed===<br />
* The team name must remain the same. The exception is a slight variation or abbreviation of the name. However, it should be obvious to the person making the brackets this is a returning team with a seed. Please use good sense if you must use a variant or abbreviation.<br />
* The team must have either:<br />
** The same captain (or at least one captain out of the two, if there were two) and three additional players who were on the challenge board the previous ladle '''or'''<br />
** Five players who were on the challenge board in the previous ladle. Player names are restricted to the same guidelines as team names (above).<br />
* If your team does not meet these requirements you lose your seed and lower seeds move up to fill your position.<br />
<br />
=Responsibilities & duties during the Ladle=<br />
===Global Moderators===<br />
A Global Moderator is a server owner/player who acts as a ''subordinate'' to Team Leaders. In case of a mid-match server crash, a GM may be called upon to set the previous score using the SLAP <-x player> command. Global Moderators may also be called upon to /OP Team Leaders who lack proper authority. When this happens, the GM should draw special attention to this matter by posting the name of the player and server on the forums. This is so the community can review the situation and help solve any login problems. A GM may be called upon to kick a spectator to make room for team members who can't get into a full server. And in some cases, a GM might silence a spectator who is clearly harassing Team Members. GM's can only act at the request of ''both'' Team Leaders. They have no authority to interfere in a match in any way. They hold no powers of judgement and are purely assistants.<br />
<br />
===Team Leaders===<br />
Some main duties include starting the matches, editing team names to reflect scores, silencing spammers or distributive spectators not using the /team chat (if a GM is not present to silence them). They are above the Team Members in terms of authority so they make the final decision for their own participating team. ''Team Leaders are fully responsible for sorting out disagreements, especially in regards to server switching.'' Both Team Leaders have equal share of the complete decision.<br />
<br />
===Team Members===<br />
They have no specific authority other than all equally deciding on a new Team Leader if the original team leader is not present (or wishes to promote somebody else to the new Team Leader).<br />
<br />
=Warnings & Penalties=<br />
Players accused of violating a rule or committing an offense not defined by the rules they can be subject to a voting trial.<br />
<br />
===How a PM Vote Trial works===<br />
# A Ladle enthusiast creates a new forums thread about the PM Vote Trial after all evidence of wrongdoing comes to the surface. This will usually take several days for the witnesses to come forward and logs to be posted.<br />
# The enthusiast sends PMs to the server admins and Team Leaders (or other representative if post-Ladle fallout causes Team Leader(s) to become unavailable. In this case arrangements should be made between the team and Ladle enthusiast). All Team Leaders / representatives must be included, even if one of them is accused of committing an offense.<br />
# Ensure the voter names are in the TO field and publicly known. The list of voters should be posted in the appropriate thread.<br />
# The voting period must be open for at least one week, but may end earlier if everyone responds quickly. The end of voting should be clearly posted in the PMs and related thread. For example "Voting ends @ 18:00 GMT, on date..."<br />
# Team Leaders discuss the vote with their team.<br />
# Team Leaders and server admins send their vote back to the Ladle enthusiast. Teams with more than one Team Leader only have one vote.<br />
# The Ladle enthusiast sends a receipt to each voter as the votes are tallied. Receipts allow voters to retain some anonymity.<br />
# The results of the trial are then posted on the forums along with the receipts and the list of persons who actually voted. An example of a completed trial can be found [http://forums3.armagetronad.net/viewtopic.php?f=60&t=22524 here]<br />
<br />
The PM should link to all related threads and any available evidence. Each accused player should be listed separately as such:<br />
<br />
:<player> is accused of <violation(s)>. Given the evidence provided, is <player> guilty of breaking a Ladle rule or an offense against the tournament and community? If so, how many Ladles should they be banned for? (0 - 12)<br />
<br />
At least 2/3 of the votes must be yes for a ban to go into effect. The length of the ban will be the median response, rounded down. Bans take effect immediately and should be recorded in the [[Ladle/Penalty_Box|Penalty Box]] where they stay as a permanent record. If a banned player is caught participating in Ladle, a Global Moderator should kick/ban them immediately. The player in violation must be tried immediately and given a ban no less than twice the previous one. Allowing a banned person to play with you will likely send your entire team to trial, so don't do it!<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Operations&diff=59190
Ladle/Operations
2021-11-07T21:56:52Z
<p>Sinewav: /* Round Robin (4 Team Ladles) */ Cleaned up details to reflect actual practice and added rule for tiebreaks, per vote.</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Rules for players=<br />
# To be considered valid, a team must have a minimum of 4 players including at least one but not more than two Team Leaders.<br />
# Team Leaders must list their Global ID on the Challenge board. Players can not be signed up under multiple teams. You may only play for one team each Ladle.<br />
# Only Team Leaders may add, edit or remove their team from the Challenge Board. Modifications to the position of Team Leader may be done by the current Team Leader(s) or the new Team Leader(s).<br />
# A player can remove themselves from the Challenge Board at any time.<br />
# It is recommended that C tier players improve their skills in sumo to be able to withstand the scourge of super teams ruining ladle competition.<br />
# Changes may happen at any time until the cut-off for the provisional placement of teams, which is currently 18:00 GMT on Thursday before the event (See [[#Stage 2|Stage 2]] for more information).<br />
# After the brackets have been set a Team Leader may add or replace a maximum of two players per team. A combination of one added and one switched is also acceptable. You can remove as many players as you like as long as no more than two unique names are added.<br />
# Team Leaders should not change after the brackets are chosen or they may lose authority (servers need to be updated).<br />
# Players listed on the Challenge Board are not allowed to join or switch teams under '''any''' circumstances in the hour before opening rounds. The Challenge Board is effectively locked until Ladle starts, after which changes may be made to reflect actual playing situations (scores, server changes, substitutes, no shows).<br />
# Substitutes may be added until the start of the semi-finals. After the semi-finals begin, a team needs the approval of the opponent to add a substitute.<br />
# Everyone must be authenticated in order to participate during the Ladle.<br />
# Regarding times, if an opponent team has not shown up on time and the opponent team is not currently engaged in an earlier scheduled match, then the match can begin even if the opponent team is not full strength. A team can decide to give the opponent team a maximum of 10 minutes to prepare themselves. A forfeit is considered a bye. After the opening rounds, players may take no longer than 10 minutes between finals to organize themselves for the next match.<br />
# Be aware of preexisting bans on tournament servers. If you were previously banned from a Ladle server it is your responsibility to discover the ban and make arrangements with the server administrator beforehand. There is no guarantee a ban can be lifted on Ladle day.<br />
# No racist, anti-semitic, sexist or other discriminative team and player names.<br />
<br />
=Rules for server owners & operators=<br />
# Use only the official Ladle settings and no other.<br />
# Make sure your server is up to date with the final version of the Ladle settings.<br />
# Please run the Ladle settings from default server configurations in order to make sure everything is unchanged. Also make sure you have no settings in your everytime.cfg or autoexec.cfg that would otherwise change the settings.<br />
# Do not authorise or give anyone other than Global Moderators an access level of Moderator (2). Please also ensure Team Leaders have the correct access level (7).<br />
# Do not use customized colours for teams. Gold and blue should be the standard.<br />
# Do not use customized language strings on your server.<br />
# Please limit the number of messages to promote or advertise your own site/server. One message in the ROUND_CONSOLE_MESSAGE should be enough. MESSAGE_OF_DAY is reserved for use by the Ladle configuration file.<br />
<br />
=How the Ladle works=<br />
<br />
===Stage 1 - Preparation===<br />
A Ladle Enthusiast will prepare the wiki for a new event keeping the following in mind -<br />
* Per tradition, the Ladle will be played on the first Sunday of every month (except for January, which will take place on the Sunday following the first Tuesday of the month).<br />
* The opening round of play will start at 18:45 GMT for a 16 team bracket, and 18:00 GMT for a 32-team bracket.<br />
* The start times will change to follow Daylight Savings Time in the EU.<br />
* Generally, 45 minutes is allowed to complete each round.<br />
<br />
Here is a checklist of things to do when preparing a new Challenge Board:<br />
<br />
* Make an entry for the previous Ladle on the [[Ladle/Results|Results]] page. Add the bracket template and update the table of contents.<br />
* Copy the teams and brackets from the old Challenge Board into a [[Ladle_{{Ladle Meta|number}}|new event page]]. In addition, link directly to any recordings and add screenshots if presented. Follow the example on the previous results page for guidance.<br />
* Edit the old Challenge Board and remove the teams. Rename the bracket template to the current Ladle number. Migrate the servers to the commented section below the heading.<br />
* Create the [[Template:Ladle{{#expr:{{Ladle Meta|number}} + 1}}Bracket|new bracket]] by copying a blank ''TeamBracket'' into it ([[Template:DoubleElimLadleBracket|16 Team]] or [[Template:DoubleElimLadleBracket8|8 Team]]). <strike>Please remember to place the [[#Seeding|seeds]] in their proper place.</strike><br />
* Create a new forum topic announcing the next Ladle.<br />
* Update [[Template:Ladle Meta]].<br />
* On [[Ladle/Challenge Board]] check that the time table is displayed with the appropriate number of rounds.<br />
<br />
===Stage 2 - Team Sign Ups===<br />
Teams are added to the Challenge Board until the cut off for provisional placement, which is currently 18:00 GMT on Thursday before the event. This will allow time for server administrators to update their servers, teams to discuss strategy and players/enthusiasts to share their predictions on the forums if they wish to. In the event your team misses the sign up deadline, and one or more teams have a bye in the first round, you may ask the team with the first bye for permission to fill the open slot. If they refuse, go through the byes in order. Alternatively, a team can make a public appeal, but must take the lowest bye offered up. [http://forums3.armagetronad.net/viewtopic.php?p=244403#p244403] No team is under any obligation to give up a bye, and open slots are first come, first serve. ''Note: If your entire team does show up for Ladle, you may be subject to disciplinary action.''<br />
<br />
===Stage 3 - Setting the Challenge Board===<br />
''Note: this section is slightly outdated in many ways and should probably be cleaned up.''<br />
<br />
Ladle Enthusiasts meet up on the official [[IRC Channel|#Armagetron]] IRC channel at 18:00 GMT the Thursday prior to the Ladle to determine the brackets. Once on the IRC channel, one enthusiast will fill in the servers to play on, following these procedures -<br />
*Odd numbered ladles have Finals played in a US server.<br />
*Even numbered ladles have Finals played in a EU server.<br />
*Servers must flow smoothly and not have too many unnecessary switches.<br />
<br />
Backup servers should alternate regions. Backups for NA should be in EU and vice versa. However, it is always the responsibility of Team Leaders to decide which server to move to, and the alternate server can be anywhere, and can even be a public Fortress server if no Ladle servers are available.<br />
<br />
Once servers are set, check the IRC bot (and CT website) by testing !randomteam and !r (roulette). The randomteam function takes arguments (seeds/teams) divided by spaces, so there should be no spaces or any non-alphanumeric characters in the team names. Abbreviations are Ok. The first Ladle enthusiast should submit the !randomteam arguments for the second enthusiast to double-check and approve. If no errors exist, the first enthusiast calls !randomteam with arguments and the second enthusiast types !r immediately after. This witnessing makes the bracket randomization ''"official."'' If a !randomteam error was not caught in the initial testing than test and redo the .r and .randomteam commands. The resulting output of !randomteam should now be edited into the bracket.<br />
<br />
<br />
!randomteam can handle seeds, to use<br />
!randomteam <number of seeds> seed1 seed2 .... seedn teama teamb teamc<br />
Example being for ladle 38<br />
!randomteam 4 ct sp unk r tx una tu ds da pru id nbk ot ctb vcl<br />
remember spaces separate teams, so don't use them in team names<br />
<br />
<br />
Make sure to include the byes, they are listed with the number next to them. When saving the bracket remember to add a useful comment such as "Setting Teams based on <link to !randomteam output>"<br />
<br />
<br />
Code for !randomteam is [http://armagetron.pastebin.com/cATFDLsK here] [outdated]<br />
<br />
Some other various tools can be found [https://adventuresoftron.com/ladle/ here].<br />
<br />
As the IRC channel is no longer operable for Ladle planning, a small downloadable application has been created to achieve the same task of generating pairs of teams. It is a Windows-based application that is designed to be compatible with WINE/Proton. <br />
<br />
You can find the application, complete with source, here: https://vixen.international/assets/pub/LadleTeamBuilder.zip<br />
<br />
A simple web tool to also accomplish randomly generating pairs of teams is also available here: https://www.armanelgtron.tk/ladlematchgeneration.html<br />
<br />
===Stage 4 - Playing the Ladle===<br />
Team Leaders meet in IRC in the #armagetron.ladle channel on [http://freenode.net freenode] ([http://webchat.freenode.net/?channels=#armagetron.ladle IRC web client]) 45 minutes before the opening rounds. This meeting is to make final preparations for Ladle, and to solve any problems that have arisen after the brackets were chosen. Teams then meet at the designated servers and play the best of 3 matches in the upper bracket and 1 match only in the lower bracket.<br />
Ladle Enthusiasts should record results on the brackets if Team Leaders fail to do so. [[Bracket Tutorial|Here's a crash course on how to update it efficiently]]. The brackets should be followed precisely unless there is a serious issue with the primary server. Team Leaders can discuss moving to the secondary server (examples: the majority of the players are from the same region and want to play on a closer server, or the primary server becomes unstable). ''Both teams must be in full agreement before switching servers.'' If no agreement can be reached then play must continue in the primary server. If there is no backup server (for instance, in the opening round) a public Fortress server may be used if both teams agree. If a team tries to bully their opponent by refusing to play in the designated Ladle server '''they are in forfeit'''. In the extremely rare case of a missing primary and secondary server, teams should be accommodating to each other and the rest of Ladle by quickly moving their match to a public Fortress server and making the best of the situation. Please be agreeable and stay on time.<br />
<br />
Teams should prepare to play every round. Do your best to have substitute players in case of a scheduling conflict. Sometimes you can't field a full team or don't feel confident to play with less than a full roster. Teams can forfeit a match and take a penalty instead. (In a round robin match to 150 the score should be recorded as 150-0, with zero going to the forfeiting team.)<br />
<br />
* ''To be determined for double-elimination Ladles: Will the undefeated team get to choose the finals server from the entire Ladle pool?'' <br />
<br />
Team management is available on all Ladle servers. Designated Team Leaders should lock their teams so no random people can join, then invite their teammates as they arrive. All players are required to login to play, and those without forum accounts must be /OP'd by Global Moderator whose job it is to report this action on the current Ladle thread. <br />
[[Authentication_for_Players#Benefits|More on that here]].<br />
<br />
===Stage 5 - The Outcome===<br />
Players use the forums to congratulate the winners, discuss issues, and eventually vote for changes where needed.<br />
<br />
The majority of Ladles run smoothly, however, problems occasionally arise. Issues regarding settings, dates, and general management can be settled through post-Ladle discussions. Any changes must be announced on the forums well before the next event to allow for problem solving. While success of the tournament is everyone's responsibility there is usually a core group of Ladle enthusiasts who stay in close communication with each other, sometimes working behind the scenes. It is important for these persons to document everything and keep the tournament open and transparent.<br />
<br />
Sometimes problems cannot be solved through discussion alone and require a community vote. In this case a Ladle Discussion Thread is created to break down the problems into choices that can easily fit on a ballot. After the discussion is exhausted, a Ladle enthusiast makes a Ladle Voting Thread with a ballot linked to the discussion. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19444&start=0 Here is an ideal thread] to use as a model. Only teams signed up on the current Challenge Board can vote, one vote per team (usually by a Team Leader or designated representative). The voting ends when the Challenge Board is closed to sign ups (see above). We use a simple majority system: the highest number of votes wins. In case of a tie, no changes are made. Sometimes results may be decided by calculating the mean of the votes, usually when the choices are not binary. This should be stated beforehand for clarification. The results of the vote are then edited into the wiki and the ladle.cfg files. Read more about [[Ladle/Guidelines/Voting]]<br />
<br />
If the problem is a specific player or group of players, then they [[#Warnings & Penalties|can be punished]]. If the violation is serious enough and requires a timely change in rules or settings, the community can opt for a emergency vote using the previous Challenge Board.<br />
<br />
=Things to know=<br />
===Players & Teams===<br />
The most important things for players and teams to know and do is -<br />
* Elect a Team Leader who you can trust, who listens to everyone in the team, who is capable of communicating with other Team Leaders, and can follow the procedure to the letter on Ladle day. If you have doubts about the reliability of the Team Leader, then you should select an additional Team Leader for your team.<br />
* During the event, do not listen to anyone external to your team; rely on your Team Leader for information as to who you are playing and where.<br />
* Regarding ping, make sure your Team Leader is aware of your server location preference.<br />
<br />
===Team Leaders===<br />
The most important things for Team Leaders to know and do is -<br />
* A Team Leader should have their team signed up before the deadline.<br />
* A Team Leader should make sure all team edits, changes have been finalized before the last deadline.<br />
* Team Leaders must log-in under the same global ID they used on the Challenge Board. Failure to do so may result in loss of in-game authority.<br />
* Anything less than a full team of six players is considered your problem. An obliging opponent may reduce their numbers if they wish.<br />
* Team Leaders should update the wiki with match results as they move through the brackets.<br />
<br />
===Global Moderators===<br />
The most important things for Team Leaders to know and do is -<br />
* Listen closely to the Team Leaders and take direction from them.<br />
* Know how to use the [[Console_Commands|SLAP]] command to give points to a team.<br />
* Know how to /OP players.<br />
* Understand your role as assistant ([[Ladle/Operations#Global_Moderators_2|see below]]).<br />
* Keep an eye on the brackets and update match scores when possible. Sometimes it is helpful to update match wins during a game to let the teams focus on playing.<br />
<br />
===Global IDs and authentication===<br />
We recommend that you use [http://forums.armagetronad.net @forums] authority due to the chance of having a PM vote, however all other authorities are still accepted. [[Authentication_for_Players#Benefits|Read more about Authentication]]<br />
<br />
===Round Robin===<br />
Starting with Ladle 115, it was voted to play 4 team ladles using a round robin format and later extended to 5 and 6 team Ladles. (Probably 7 or 8 team Ladles will be single elimination but this has yet to be decided.) The current hybrid format is one match to 150 for each round. The two top teams then meet for a best of 3 finals with matches to 100 points. Teams should record their match scores, ''not win/loss'', on the Challenge Board as they play the tournament. In case of a two or three way tie, the teams with the largest score differential against the other tied teams advance to the finals.<br />
<br />
=Seeding=<br />
===Placement On Brackets===<br />
* Seeds are taken from the previous Ladle only.<br />
* Seeds must be planted in the bracket to ensure they do not meet in the first round of play. The higher the seed, the further apart they should be placed. For example, on a full 16 team bracket, the seeds might be placed as such:<br />
<pre>| RD1-team01= Seed 1 (winner)<br />
| RD1-team16= Seed 2 (loser)<br />
| RD1-team09= Seed 3 (lost to winner)<br />
| RD1-team08= Seed 4 (lost to loser)</pre><br />
* Byes get filled in reverse to give the winner the greatest chance of getting one (if there are 15 teams registered, seeds 4, 3, then 2 will face teams in the first round, but not seed 1)<br />
<br />
'''NOTE:''' as of Ladle 78 only one seed is recognized. The winner gets the first position on the following bracket and is guaranteed a bye when one exists. All other teams are randomized.<br />
<br />
===Retaining Your Seed===<br />
* The team name must remain the same. The exception is a slight variation or abbreviation of the name. However, it should be obvious to the person making the brackets this is a returning team with a seed. Please use good sense if you must use a variant or abbreviation.<br />
* The team must have either:<br />
** The same captain (or at least one captain out of the two, if there were two) and three additional players who were on the challenge board the previous ladle '''or'''<br />
** Five players who were on the challenge board in the previous ladle. Player names are restricted to the same guidelines as team names (above).<br />
* If your team does not meet these requirements you lose your seed and lower seeds move up to fill your position.<br />
<br />
=Responsibilities & duties during the Ladle=<br />
===Global Moderators===<br />
A Global Moderator is a server owner/player who acts as a ''subordinate'' to Team Leaders. In case of a mid-match server crash, a GM may be called upon to set the previous score using the SLAP <-x player> command. Global Moderators may also be called upon to /OP Team Leaders who lack proper authority. When this happens, the GM should draw special attention to this matter by posting the name of the player and server on the forums. This is so the community can review the situation and help solve any login problems. A GM may be called upon to kick a spectator to make room for team members who can't get into a full server. And in some cases, a GM might silence a spectator who is clearly harassing Team Members. GM's can only act at the request of ''both'' Team Leaders. They have no authority to interfere in a match in any way. They hold no powers of judgement and are purely assistants.<br />
<br />
===Team Leaders===<br />
Some main duties include starting the matches, editing team names to reflect scores, silencing spammers or distributive spectators not using the /team chat (if a GM is not present to silence them). They are above the Team Members in terms of authority so they make the final decision for their own participating team. ''Team Leaders are fully responsible for sorting out disagreements, especially in regards to server switching.'' Both Team Leaders have equal share of the complete decision.<br />
<br />
===Team Members===<br />
They have no specific authority other than all equally deciding on a new Team Leader if the original team leader is not present (or wishes to promote somebody else to the new Team Leader).<br />
<br />
=Warnings & Penalties=<br />
Players accused of violating a rule or committing an offense not defined by the rules they can be subject to a voting trial.<br />
<br />
===How a PM Vote Trial works===<br />
# A Ladle enthusiast creates a new forums thread about the PM Vote Trial after all evidence of wrongdoing comes to the surface. This will usually take several days for the witnesses to come forward and logs to be posted.<br />
# The enthusiast sends PMs to the server admins and Team Leaders (or other representative if post-Ladle fallout causes Team Leader(s) to become unavailable. In this case arrangements should be made between the team and Ladle enthusiast). All Team Leaders / representatives must be included, even if one of them is accused of committing an offense.<br />
# Ensure the voter names are in the TO field and publicly known. The list of voters should be posted in the appropriate thread.<br />
# The voting period must be open for at least one week, but may end earlier if everyone responds quickly. The end of voting should be clearly posted in the PMs and related thread. For example "Voting ends @ 18:00 GMT, on date..."<br />
# Team Leaders discuss the vote with their team.<br />
# Team Leaders and server admins send their vote back to the Ladle enthusiast. Teams with more than one Team Leader only have one vote.<br />
# The Ladle enthusiast sends a receipt to each voter as the votes are tallied. Receipts allow voters to retain some anonymity.<br />
# The results of the trial are then posted on the forums along with the receipts and the list of persons who actually voted. An example of a completed trial can be found [http://forums3.armagetronad.net/viewtopic.php?f=60&t=22524 here]<br />
<br />
The PM should link to all related threads and any available evidence. Each accused player should be listed separately as such:<br />
<br />
:<player> is accused of <violation(s)>. Given the evidence provided, is <player> guilty of breaking a Ladle rule or an offense against the tournament and community? If so, how many Ladles should they be banned for? (0 - 12)<br />
<br />
At least 2/3 of the votes must be yes for a ban to go into effect. The length of the ban will be the median response, rounded down. Bans take effect immediately and should be recorded in the [[Ladle/Penalty_Box|Penalty Box]] where they stay as a permanent record. If a banned player is caught participating in Ladle, a Global Moderator should kick/ban them immediately. The player in violation must be tried immediately and given a ban no less than twice the previous one. Allowing a banned person to play with you will likely send your entire team to trial, so don't do it!<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Operations&diff=59188
Ladle/Operations
2021-11-07T21:38:42Z
<p>Sinewav: /* Stage 4 - Playing the Ladle */ Add paragraph on forfeits after voting in favor of penalties for them.</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Rules for players=<br />
# To be considered valid, a team must have a minimum of 4 players including at least one but not more than two Team Leaders.<br />
# Team Leaders must list their Global ID on the Challenge board. Players can not be signed up under multiple teams. You may only play for one team each Ladle.<br />
# Only Team Leaders may add, edit or remove their team from the Challenge Board. Modifications to the position of Team Leader may be done by the current Team Leader(s) or the new Team Leader(s).<br />
# A player can remove themselves from the Challenge Board at any time.<br />
# It is recommended that C tier players improve their skills in sumo to be able to withstand the scourge of super teams ruining ladle competition.<br />
# Changes may happen at any time until the cut-off for the provisional placement of teams, which is currently 18:00 GMT on Thursday before the event (See [[#Stage 2|Stage 2]] for more information).<br />
# After the brackets have been set a Team Leader may add or replace a maximum of two players per team. A combination of one added and one switched is also acceptable. You can remove as many players as you like as long as no more than two unique names are added.<br />
# Team Leaders should not change after the brackets are chosen or they may lose authority (servers need to be updated).<br />
# Players listed on the Challenge Board are not allowed to join or switch teams under '''any''' circumstances in the hour before opening rounds. The Challenge Board is effectively locked until Ladle starts, after which changes may be made to reflect actual playing situations (scores, server changes, substitutes, no shows).<br />
# Substitutes may be added until the start of the semi-finals. After the semi-finals begin, a team needs the approval of the opponent to add a substitute.<br />
# Everyone must be authenticated in order to participate during the Ladle.<br />
# Regarding times, if an opponent team has not shown up on time and the opponent team is not currently engaged in an earlier scheduled match, then the match can begin even if the opponent team is not full strength. A team can decide to give the opponent team a maximum of 10 minutes to prepare themselves. A forfeit is considered a bye. After the opening rounds, players may take no longer than 10 minutes between finals to organize themselves for the next match.<br />
# Be aware of preexisting bans on tournament servers. If you were previously banned from a Ladle server it is your responsibility to discover the ban and make arrangements with the server administrator beforehand. There is no guarantee a ban can be lifted on Ladle day.<br />
# No racist, anti-semitic, sexist or other discriminative team and player names.<br />
<br />
=Rules for server owners & operators=<br />
# Use only the official Ladle settings and no other.<br />
# Make sure your server is up to date with the final version of the Ladle settings.<br />
# Please run the Ladle settings from default server configurations in order to make sure everything is unchanged. Also make sure you have no settings in your everytime.cfg or autoexec.cfg that would otherwise change the settings.<br />
# Do not authorise or give anyone other than Global Moderators an access level of Moderator (2). Please also ensure Team Leaders have the correct access level (7).<br />
# Do not use customized colours for teams. Gold and blue should be the standard.<br />
# Do not use customized language strings on your server.<br />
# Please limit the number of messages to promote or advertise your own site/server. One message in the ROUND_CONSOLE_MESSAGE should be enough. MESSAGE_OF_DAY is reserved for use by the Ladle configuration file.<br />
<br />
=How the Ladle works=<br />
<br />
===Stage 1 - Preparation===<br />
A Ladle Enthusiast will prepare the wiki for a new event keeping the following in mind -<br />
* Per tradition, the Ladle will be played on the first Sunday of every month (except for January, which will take place on the Sunday following the first Tuesday of the month).<br />
* The opening round of play will start at 18:45 GMT for a 16 team bracket, and 18:00 GMT for a 32-team bracket.<br />
* The start times will change to follow Daylight Savings Time in the EU.<br />
* Generally, 45 minutes is allowed to complete each round.<br />
<br />
Here is a checklist of things to do when preparing a new Challenge Board:<br />
<br />
* Make an entry for the previous Ladle on the [[Ladle/Results|Results]] page. Add the bracket template and update the table of contents.<br />
* Copy the teams and brackets from the old Challenge Board into a [[Ladle_{{Ladle Meta|number}}|new event page]]. In addition, link directly to any recordings and add screenshots if presented. Follow the example on the previous results page for guidance.<br />
* Edit the old Challenge Board and remove the teams. Rename the bracket template to the current Ladle number. Migrate the servers to the commented section below the heading.<br />
* Create the [[Template:Ladle{{#expr:{{Ladle Meta|number}} + 1}}Bracket|new bracket]] by copying a blank ''TeamBracket'' into it ([[Template:DoubleElimLadleBracket|16 Team]] or [[Template:DoubleElimLadleBracket8|8 Team]]). <strike>Please remember to place the [[#Seeding|seeds]] in their proper place.</strike><br />
* Create a new forum topic announcing the next Ladle.<br />
* Update [[Template:Ladle Meta]].<br />
* On [[Ladle/Challenge Board]] check that the time table is displayed with the appropriate number of rounds.<br />
<br />
===Stage 2 - Team Sign Ups===<br />
Teams are added to the Challenge Board until the cut off for provisional placement, which is currently 18:00 GMT on Thursday before the event. This will allow time for server administrators to update their servers, teams to discuss strategy and players/enthusiasts to share their predictions on the forums if they wish to. In the event your team misses the sign up deadline, and one or more teams have a bye in the first round, you may ask the team with the first bye for permission to fill the open slot. If they refuse, go through the byes in order. Alternatively, a team can make a public appeal, but must take the lowest bye offered up. [http://forums3.armagetronad.net/viewtopic.php?p=244403#p244403] No team is under any obligation to give up a bye, and open slots are first come, first serve. ''Note: If your entire team does show up for Ladle, you may be subject to disciplinary action.''<br />
<br />
===Stage 3 - Setting the Challenge Board===<br />
''Note: this section is slightly outdated in many ways and should probably be cleaned up.''<br />
<br />
Ladle Enthusiasts meet up on the official [[IRC Channel|#Armagetron]] IRC channel at 18:00 GMT the Thursday prior to the Ladle to determine the brackets. Once on the IRC channel, one enthusiast will fill in the servers to play on, following these procedures -<br />
*Odd numbered ladles have Finals played in a US server.<br />
*Even numbered ladles have Finals played in a EU server.<br />
*Servers must flow smoothly and not have too many unnecessary switches.<br />
<br />
Backup servers should alternate regions. Backups for NA should be in EU and vice versa. However, it is always the responsibility of Team Leaders to decide which server to move to, and the alternate server can be anywhere, and can even be a public Fortress server if no Ladle servers are available.<br />
<br />
Once servers are set, check the IRC bot (and CT website) by testing !randomteam and !r (roulette). The randomteam function takes arguments (seeds/teams) divided by spaces, so there should be no spaces or any non-alphanumeric characters in the team names. Abbreviations are Ok. The first Ladle enthusiast should submit the !randomteam arguments for the second enthusiast to double-check and approve. If no errors exist, the first enthusiast calls !randomteam with arguments and the second enthusiast types !r immediately after. This witnessing makes the bracket randomization ''"official."'' If a !randomteam error was not caught in the initial testing than test and redo the .r and .randomteam commands. The resulting output of !randomteam should now be edited into the bracket.<br />
<br />
<br />
!randomteam can handle seeds, to use<br />
!randomteam <number of seeds> seed1 seed2 .... seedn teama teamb teamc<br />
Example being for ladle 38<br />
!randomteam 4 ct sp unk r tx una tu ds da pru id nbk ot ctb vcl<br />
remember spaces separate teams, so don't use them in team names<br />
<br />
<br />
Make sure to include the byes, they are listed with the number next to them. When saving the bracket remember to add a useful comment such as "Setting Teams based on <link to !randomteam output>"<br />
<br />
<br />
Code for !randomteam is [http://armagetron.pastebin.com/cATFDLsK here] [outdated]<br />
<br />
Some other various tools can be found [https://adventuresoftron.com/ladle/ here].<br />
<br />
As the IRC channel is no longer operable for Ladle planning, a small downloadable application has been created to achieve the same task of generating pairs of teams. It is a Windows-based application that is designed to be compatible with WINE/Proton. <br />
<br />
You can find the application, complete with source, here: https://vixen.international/assets/pub/LadleTeamBuilder.zip<br />
<br />
A simple web tool to also accomplish randomly generating pairs of teams is also available here: https://www.armanelgtron.tk/ladlematchgeneration.html<br />
<br />
===Stage 4 - Playing the Ladle===<br />
Team Leaders meet in IRC in the #armagetron.ladle channel on [http://freenode.net freenode] ([http://webchat.freenode.net/?channels=#armagetron.ladle IRC web client]) 45 minutes before the opening rounds. This meeting is to make final preparations for Ladle, and to solve any problems that have arisen after the brackets were chosen. Teams then meet at the designated servers and play the best of 3 matches in the upper bracket and 1 match only in the lower bracket.<br />
Ladle Enthusiasts should record results on the brackets if Team Leaders fail to do so. [[Bracket Tutorial|Here's a crash course on how to update it efficiently]]. The brackets should be followed precisely unless there is a serious issue with the primary server. Team Leaders can discuss moving to the secondary server (examples: the majority of the players are from the same region and want to play on a closer server, or the primary server becomes unstable). ''Both teams must be in full agreement before switching servers.'' If no agreement can be reached then play must continue in the primary server. If there is no backup server (for instance, in the opening round) a public Fortress server may be used if both teams agree. If a team tries to bully their opponent by refusing to play in the designated Ladle server '''they are in forfeit'''. In the extremely rare case of a missing primary and secondary server, teams should be accommodating to each other and the rest of Ladle by quickly moving their match to a public Fortress server and making the best of the situation. Please be agreeable and stay on time.<br />
<br />
Teams should prepare to play every round. Do your best to have substitute players in case of a scheduling conflict. Sometimes you can't field a full team or don't feel confident to play with less than a full roster. Teams can forfeit a match and take a penalty instead. (In a round robin match to 150 the score should be recorded as 150-0, with zero going to the forfeiting team.)<br />
<br />
* ''To be determined for double-elimination Ladles: Will the undefeated team get to choose the finals server from the entire Ladle pool?'' <br />
<br />
Team management is available on all Ladle servers. Designated Team Leaders should lock their teams so no random people can join, then invite their teammates as they arrive. All players are required to login to play, and those without forum accounts must be /OP'd by Global Moderator whose job it is to report this action on the current Ladle thread. <br />
[[Authentication_for_Players#Benefits|More on that here]].<br />
<br />
===Stage 5 - The Outcome===<br />
Players use the forums to congratulate the winners, discuss issues, and eventually vote for changes where needed.<br />
<br />
The majority of Ladles run smoothly, however, problems occasionally arise. Issues regarding settings, dates, and general management can be settled through post-Ladle discussions. Any changes must be announced on the forums well before the next event to allow for problem solving. While success of the tournament is everyone's responsibility there is usually a core group of Ladle enthusiasts who stay in close communication with each other, sometimes working behind the scenes. It is important for these persons to document everything and keep the tournament open and transparent.<br />
<br />
Sometimes problems cannot be solved through discussion alone and require a community vote. In this case a Ladle Discussion Thread is created to break down the problems into choices that can easily fit on a ballot. After the discussion is exhausted, a Ladle enthusiast makes a Ladle Voting Thread with a ballot linked to the discussion. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19444&start=0 Here is an ideal thread] to use as a model. Only teams signed up on the current Challenge Board can vote, one vote per team (usually by a Team Leader or designated representative). The voting ends when the Challenge Board is closed to sign ups (see above). We use a simple majority system: the highest number of votes wins. In case of a tie, no changes are made. Sometimes results may be decided by calculating the mean of the votes, usually when the choices are not binary. This should be stated beforehand for clarification. The results of the vote are then edited into the wiki and the ladle.cfg files. Read more about [[Ladle/Guidelines/Voting]]<br />
<br />
If the problem is a specific player or group of players, then they [[#Warnings & Penalties|can be punished]]. If the violation is serious enough and requires a timely change in rules or settings, the community can opt for a emergency vote using the previous Challenge Board.<br />
<br />
=Things to know=<br />
===Players & Teams===<br />
The most important things for players and teams to know and do is -<br />
* Elect a Team Leader who you can trust, who listens to everyone in the team, who is capable of communicating with other Team Leaders, and can follow the procedure to the letter on Ladle day. If you have doubts about the reliability of the Team Leader, then you should select an additional Team Leader for your team.<br />
* During the event, do not listen to anyone external to your team; rely on your Team Leader for information as to who you are playing and where.<br />
* Regarding ping, make sure your Team Leader is aware of your server location preference.<br />
<br />
===Team Leaders===<br />
The most important things for Team Leaders to know and do is -<br />
* A Team Leader should have their team signed up before the deadline.<br />
* A Team Leader should make sure all team edits, changes have been finalized before the last deadline.<br />
* Team Leaders must log-in under the same global ID they used on the Challenge Board. Failure to do so may result in loss of in-game authority.<br />
* Anything less than a full team of six players is considered your problem. An obliging opponent may reduce their numbers if they wish.<br />
* Team Leaders should update the wiki with match results as they move through the brackets.<br />
<br />
===Global Moderators===<br />
The most important things for Team Leaders to know and do is -<br />
* Listen closely to the Team Leaders and take direction from them.<br />
* Know how to use the [[Console_Commands|SLAP]] command to give points to a team.<br />
* Know how to /OP players.<br />
* Understand your role as assistant ([[Ladle/Operations#Global_Moderators_2|see below]]).<br />
* Keep an eye on the brackets and update match scores when possible. Sometimes it is helpful to update match wins during a game to let the teams focus on playing.<br />
<br />
===Global IDs and authentication===<br />
We recommend that you use [http://forums.armagetronad.net @forums] authority due to the chance of having a PM vote, however all other authorities are still accepted. [[Authentication_for_Players#Benefits|Read more about Authentication]]<br />
<br />
===Round Robin (4 Team Ladles)===<br />
Starting with Ladle 115, it was voted to play 4 team ladles using a round robin format. Each team will play each other over 2 matches, with the results (Win, loss, tie) being assigned point values (3, 1, 0, respectively). The top 2 teams will advance to the final, best of 3 match. In the case of a 2nd place tie, those teams will play a final, deciding match. In the case of a 3 way tie, each of the remaining teams will play each other once more, with those results used to determine the top 2.<br />
<br />
=Seeding=<br />
===Placement On Brackets===<br />
* Seeds are taken from the previous Ladle only.<br />
* Seeds must be planted in the bracket to ensure they do not meet in the first round of play. The higher the seed, the further apart they should be placed. For example, on a full 16 team bracket, the seeds might be placed as such:<br />
<pre>| RD1-team01= Seed 1 (winner)<br />
| RD1-team16= Seed 2 (loser)<br />
| RD1-team09= Seed 3 (lost to winner)<br />
| RD1-team08= Seed 4 (lost to loser)</pre><br />
* Byes get filled in reverse to give the winner the greatest chance of getting one (if there are 15 teams registered, seeds 4, 3, then 2 will face teams in the first round, but not seed 1)<br />
<br />
'''NOTE:''' as of Ladle 78 only one seed is recognized. The winner gets the first position on the following bracket and is guaranteed a bye when one exists. All other teams are randomized.<br />
<br />
===Retaining Your Seed===<br />
* The team name must remain the same. The exception is a slight variation or abbreviation of the name. However, it should be obvious to the person making the brackets this is a returning team with a seed. Please use good sense if you must use a variant or abbreviation.<br />
* The team must have either:<br />
** The same captain (or at least one captain out of the two, if there were two) and three additional players who were on the challenge board the previous ladle '''or'''<br />
** Five players who were on the challenge board in the previous ladle. Player names are restricted to the same guidelines as team names (above).<br />
* If your team does not meet these requirements you lose your seed and lower seeds move up to fill your position.<br />
<br />
=Responsibilities & duties during the Ladle=<br />
===Global Moderators===<br />
A Global Moderator is a server owner/player who acts as a ''subordinate'' to Team Leaders. In case of a mid-match server crash, a GM may be called upon to set the previous score using the SLAP <-x player> command. Global Moderators may also be called upon to /OP Team Leaders who lack proper authority. When this happens, the GM should draw special attention to this matter by posting the name of the player and server on the forums. This is so the community can review the situation and help solve any login problems. A GM may be called upon to kick a spectator to make room for team members who can't get into a full server. And in some cases, a GM might silence a spectator who is clearly harassing Team Members. GM's can only act at the request of ''both'' Team Leaders. They have no authority to interfere in a match in any way. They hold no powers of judgement and are purely assistants.<br />
<br />
===Team Leaders===<br />
Some main duties include starting the matches, editing team names to reflect scores, silencing spammers or distributive spectators not using the /team chat (if a GM is not present to silence them). They are above the Team Members in terms of authority so they make the final decision for their own participating team. ''Team Leaders are fully responsible for sorting out disagreements, especially in regards to server switching.'' Both Team Leaders have equal share of the complete decision.<br />
<br />
===Team Members===<br />
They have no specific authority other than all equally deciding on a new Team Leader if the original team leader is not present (or wishes to promote somebody else to the new Team Leader).<br />
<br />
=Warnings & Penalties=<br />
Players accused of violating a rule or committing an offense not defined by the rules they can be subject to a voting trial.<br />
<br />
===How a PM Vote Trial works===<br />
# A Ladle enthusiast creates a new forums thread about the PM Vote Trial after all evidence of wrongdoing comes to the surface. This will usually take several days for the witnesses to come forward and logs to be posted.<br />
# The enthusiast sends PMs to the server admins and Team Leaders (or other representative if post-Ladle fallout causes Team Leader(s) to become unavailable. In this case arrangements should be made between the team and Ladle enthusiast). All Team Leaders / representatives must be included, even if one of them is accused of committing an offense.<br />
# Ensure the voter names are in the TO field and publicly known. The list of voters should be posted in the appropriate thread.<br />
# The voting period must be open for at least one week, but may end earlier if everyone responds quickly. The end of voting should be clearly posted in the PMs and related thread. For example "Voting ends @ 18:00 GMT, on date..."<br />
# Team Leaders discuss the vote with their team.<br />
# Team Leaders and server admins send their vote back to the Ladle enthusiast. Teams with more than one Team Leader only have one vote.<br />
# The Ladle enthusiast sends a receipt to each voter as the votes are tallied. Receipts allow voters to retain some anonymity.<br />
# The results of the trial are then posted on the forums along with the receipts and the list of persons who actually voted. An example of a completed trial can be found [http://forums3.armagetronad.net/viewtopic.php?f=60&t=22524 here]<br />
<br />
The PM should link to all related threads and any available evidence. Each accused player should be listed separately as such:<br />
<br />
:<player> is accused of <violation(s)>. Given the evidence provided, is <player> guilty of breaking a Ladle rule or an offense against the tournament and community? If so, how many Ladles should they be banned for? (0 - 12)<br />
<br />
At least 2/3 of the votes must be yes for a ban to go into effect. The length of the ban will be the median response, rounded down. Bans take effect immediately and should be recorded in the [[Ladle/Penalty_Box|Penalty Box]] where they stay as a permanent record. If a banned player is caught participating in Ladle, a Global Moderator should kick/ban them immediately. The player in violation must be tried immediately and given a ban no less than twice the previous one. Allowing a banned person to play with you will likely send your entire team to trial, so don't do it!<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Operations&diff=59132
Ladle/Operations
2021-11-01T03:21:24Z
<p>Sinewav: /* Stage 3 - Setting the Challenge Board */ Added rule that reflects tradition, alternating backup servers by region.</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
=Rules for players=<br />
# To be considered valid, a team must have a minimum of 4 players including at least one but not more than two Team Leaders.<br />
# Team Leaders must list their Global ID on the Challenge board. Players can not be signed up under multiple teams. You may only play for one team each Ladle.<br />
# Only Team Leaders may add, edit or remove their team from the Challenge Board. Modifications to the position of Team Leader may be done by the current Team Leader(s) or the new Team Leader(s).<br />
# A player can remove themselves from the Challenge Board at any time.<br />
# It is recommended that C tier players improve their skills in sumo to be able to withstand the scourge of super teams ruining ladle competition.<br />
# Changes may happen at any time until the cut-off for the provisional placement of teams, which is currently 18:00 GMT on Thursday before the event (See [[#Stage 2|Stage 2]] for more information).<br />
# After the brackets have been set a Team Leader may add or replace a maximum of two players per team. A combination of one added and one switched is also acceptable. You can remove as many players as you like as long as no more than two unique names are added.<br />
# Team Leaders should not change after the brackets are chosen or they may lose authority (servers need to be updated).<br />
# Players listed on the Challenge Board are not allowed to join or switch teams under '''any''' circumstances in the hour before opening rounds. The Challenge Board is effectively locked until Ladle starts, after which changes may be made to reflect actual playing situations (scores, server changes, substitutes, no shows).<br />
# Substitutes may be added until the start of the semi-finals. After the semi-finals begin, a team needs the approval of the opponent to add a substitute.<br />
# Everyone must be authenticated in order to participate during the Ladle.<br />
# Regarding times, if an opponent team has not shown up on time and the opponent team is not currently engaged in an earlier scheduled match, then the match can begin even if the opponent team is not full strength. A team can decide to give the opponent team a maximum of 10 minutes to prepare themselves. A forfeit is considered a bye. After the opening rounds, players may take no longer than 10 minutes between finals to organize themselves for the next match.<br />
# Be aware of preexisting bans on tournament servers. If you were previously banned from a Ladle server it is your responsibility to discover the ban and make arrangements with the server administrator beforehand. There is no guarantee a ban can be lifted on Ladle day.<br />
# No racist, anti-semitic, sexist or other discriminative team and player names.<br />
<br />
=Rules for server owners & operators=<br />
# Use only the official Ladle settings and no other.<br />
# Make sure your server is up to date with the final version of the Ladle settings.<br />
# Please run the Ladle settings from default server configurations in order to make sure everything is unchanged. Also make sure you have no settings in your everytime.cfg or autoexec.cfg that would otherwise change the settings.<br />
# Do not authorise or give anyone other than Global Moderators an access level of Moderator (2). Please also ensure Team Leaders have the correct access level (7).<br />
# Do not use customized colours for teams. Gold and blue should be the standard.<br />
# Do not use customized language strings on your server.<br />
# Please limit the number of messages to promote or advertise your own site/server. One message in the ROUND_CONSOLE_MESSAGE should be enough. MESSAGE_OF_DAY is reserved for use by the Ladle configuration file.<br />
<br />
=How the Ladle works=<br />
<br />
===Stage 1 - Preparation===<br />
A Ladle Enthusiast will prepare the wiki for a new event keeping the following in mind -<br />
* Per tradition, the Ladle will be played on the first Sunday of every month (except for January, which will take place on the Sunday following the first Tuesday of the month).<br />
* The opening round of play will start at 18:45 GMT for a 16 team bracket, and 18:00 GMT for a 32-team bracket.<br />
* The start times will change to follow Daylight Savings Time in the EU.<br />
* Generally, 45 minutes is allowed to complete each round.<br />
<br />
Here is a checklist of things to do when preparing a new Challenge Board:<br />
<br />
* Make an entry for the previous Ladle on the [[Ladle/Results|Results]] page. Add the bracket template and update the table of contents.<br />
* Copy the teams and brackets from the old Challenge Board into a [[Ladle_{{Ladle Meta|number}}|new event page]]. In addition, link directly to any recordings and add screenshots if presented. Follow the example on the previous results page for guidance.<br />
* Edit the old Challenge Board and remove the teams. Rename the bracket template to the current Ladle number. Migrate the servers to the commented section below the heading.<br />
* Create the [[Template:Ladle{{#expr:{{Ladle Meta|number}} + 1}}Bracket|new bracket]] by copying a blank ''TeamBracket'' into it ([[Template:DoubleElimLadleBracket|16 Team]] or [[Template:DoubleElimLadleBracket8|8 Team]]). <strike>Please remember to place the [[#Seeding|seeds]] in their proper place.</strike><br />
* Create a new forum topic announcing the next Ladle.<br />
* Update [[Template:Ladle Meta]].<br />
* On [[Ladle/Challenge Board]] check that the time table is displayed with the appropriate number of rounds.<br />
<br />
===Stage 2 - Team Sign Ups===<br />
Teams are added to the Challenge Board until the cut off for provisional placement, which is currently 18:00 GMT on Thursday before the event. This will allow time for server administrators to update their servers, teams to discuss strategy and players/enthusiasts to share their predictions on the forums if they wish to. In the event your team misses the sign up deadline, and one or more teams have a bye in the first round, you may ask the team with the first bye for permission to fill the open slot. If they refuse, go through the byes in order. Alternatively, a team can make a public appeal, but must take the lowest bye offered up. [http://forums3.armagetronad.net/viewtopic.php?p=244403#p244403] No team is under any obligation to give up a bye, and open slots are first come, first serve. ''Note: If your entire team does show up for Ladle, you may be subject to disciplinary action.''<br />
<br />
===Stage 3 - Setting the Challenge Board===<br />
''Note: this section is slightly outdated in many ways and should probably be cleaned up.''<br />
<br />
Ladle Enthusiasts meet up on the official [[IRC Channel|#Armagetron]] IRC channel at 18:00 GMT the Thursday prior to the Ladle to determine the brackets. Once on the IRC channel, one enthusiast will fill in the servers to play on, following these procedures -<br />
*Odd numbered ladles have Finals played in a US server.<br />
*Even numbered ladles have Finals played in a EU server.<br />
*Servers must flow smoothly and not have too many unnecessary switches.<br />
<br />
Backup servers should alternate regions. Backups for NA should be in EU and vice versa. However, it is always the responsibility of Team Leaders to decide which server to move to, and the alternate server can be anywhere, and can even be a public Fortress server if no Ladle servers are available.<br />
<br />
Once servers are set, check the IRC bot (and CT website) by testing !randomteam and !r (roulette). The randomteam function takes arguments (seeds/teams) divided by spaces, so there should be no spaces or any non-alphanumeric characters in the team names. Abbreviations are Ok. The first Ladle enthusiast should submit the !randomteam arguments for the second enthusiast to double-check and approve. If no errors exist, the first enthusiast calls !randomteam with arguments and the second enthusiast types !r immediately after. This witnessing makes the bracket randomization ''"official."'' If a !randomteam error was not caught in the initial testing than test and redo the .r and .randomteam commands. The resulting output of !randomteam should now be edited into the bracket.<br />
<br />
<br />
!randomteam can handle seeds, to use<br />
!randomteam <number of seeds> seed1 seed2 .... seedn teama teamb teamc<br />
Example being for ladle 38<br />
!randomteam 4 ct sp unk r tx una tu ds da pru id nbk ot ctb vcl<br />
remember spaces separate teams, so don't use them in team names<br />
<br />
<br />
Make sure to include the byes, they are listed with the number next to them. When saving the bracket remember to add a useful comment such as "Setting Teams based on <link to !randomteam output>"<br />
<br />
<br />
Code for !randomteam is [http://armagetron.pastebin.com/cATFDLsK here] [outdated]<br />
<br />
Some other various tools can be found [https://adventuresoftron.com/ladle/ here].<br />
<br />
As the IRC channel is no longer operable for Ladle planning, a small downloadable application has been created to achieve the same task of generating pairs of teams. It is a Windows-based application that is designed to be compatible with WINE/Proton. <br />
<br />
You can find the application, complete with source, here: https://vixen.international/assets/pub/LadleTeamBuilder.zip<br />
<br />
A simple web tool to also accomplish randomly generating pairs of teams is also available here: https://www.armanelgtron.tk/ladlematchgeneration.html<br />
<br />
===Stage 4 - Playing the Ladle===<br />
Team Leaders meet in IRC in the #armagetron.ladle channel on [http://freenode.net freenode] ([http://webchat.freenode.net/?channels=#armagetron.ladle IRC web client]) 45 minutes before the opening rounds. This meeting is to make final preparations for Ladle, and to solve any problems that have arisen after the brackets were chosen. Teams then meet at the designated servers and play the best of 3 matches in the upper bracket and 1 match only in the lower bracket.<br />
Ladle Enthusiasts should record results on the brackets if Team Leaders fail to do so. [[Bracket Tutorial|Here's a crash course on how to update it efficiently]]. The brackets should be followed precisely unless there is a serious issue with the primary server. Team Leaders can discuss moving to the secondary server (examples: the majority of the players are from the same region and want to play on a closer server, or the primary server becomes unstable). ''Both teams must be in full agreement before switching servers.'' If no agreement can be reached then play must continue in the primary server. If there is no backup server (for instance, in the opening round) a public Fortress server may be used if both teams agree. If a team tries to bully their opponent by refusing to play in the designated Ladle server '''they are in forfeit'''. In the extremely rare case of a missing primary and secondary server, teams should be accommodating to each other and the rest of Ladle by quickly moving their match to a public Fortress server and making the best of the situation. Please be agreeable and stay on time.<br />
<br />
* ''To be determined for double-elimination Ladles: Will the undefeated team get to choose the finals server from the entire Ladle pool?'' <br />
<br />
Team management is available on all Ladle servers. Designated Team Leaders should lock their teams so no random people can join, then invite their teammates as they arrive. All players are required to login to play, and those without forum accounts must be /OP'd by Global Moderator whose job it is to report this action on the current Ladle thread. <br />
[[Authentication_for_Players#Benefits|More on that here]].<br />
<br />
===Stage 5 - The Outcome===<br />
Players use the forums to congratulate the winners, discuss issues, and eventually vote for changes where needed.<br />
<br />
The majority of Ladles run smoothly, however, problems occasionally arise. Issues regarding settings, dates, and general management can be settled through post-Ladle discussions. Any changes must be announced on the forums well before the next event to allow for problem solving. While success of the tournament is everyone's responsibility there is usually a core group of Ladle enthusiasts who stay in close communication with each other, sometimes working behind the scenes. It is important for these persons to document everything and keep the tournament open and transparent.<br />
<br />
Sometimes problems cannot be solved through discussion alone and require a community vote. In this case a Ladle Discussion Thread is created to break down the problems into choices that can easily fit on a ballot. After the discussion is exhausted, a Ladle enthusiast makes a Ladle Voting Thread with a ballot linked to the discussion. [http://forums3.armagetronad.net/viewtopic.php?f=60&t=19444&start=0 Here is an ideal thread] to use as a model. Only teams signed up on the current Challenge Board can vote, one vote per team (usually by a Team Leader or designated representative). The voting ends when the Challenge Board is closed to sign ups (see above). We use a simple majority system: the highest number of votes wins. In case of a tie, no changes are made. Sometimes results may be decided by calculating the mean of the votes, usually when the choices are not binary. This should be stated beforehand for clarification. The results of the vote are then edited into the wiki and the ladle.cfg files. Read more about [[Ladle/Guidelines/Voting]]<br />
<br />
If the problem is a specific player or group of players, then they [[#Warnings & Penalties|can be punished]]. If the violation is serious enough and requires a timely change in rules or settings, the community can opt for a emergency vote using the previous Challenge Board.<br />
<br />
=Things to know=<br />
===Players & Teams===<br />
The most important things for players and teams to know and do is -<br />
* Elect a Team Leader who you can trust, who listens to everyone in the team, who is capable of communicating with other Team Leaders, and can follow the procedure to the letter on Ladle day. If you have doubts about the reliability of the Team Leader, then you should select an additional Team Leader for your team.<br />
* During the event, do not listen to anyone external to your team; rely on your Team Leader for information as to who you are playing and where.<br />
* Regarding ping, make sure your Team Leader is aware of your server location preference.<br />
<br />
===Team Leaders===<br />
The most important things for Team Leaders to know and do is -<br />
* A Team Leader should have their team signed up before the deadline.<br />
* A Team Leader should make sure all team edits, changes have been finalized before the last deadline.<br />
* Team Leaders must log-in under the same global ID they used on the Challenge Board. Failure to do so may result in loss of in-game authority.<br />
* Anything less than a full team of six players is considered your problem. An obliging opponent may reduce their numbers if they wish.<br />
* Team Leaders should update the wiki with match results as they move through the brackets.<br />
<br />
===Global Moderators===<br />
The most important things for Team Leaders to know and do is -<br />
* Listen closely to the Team Leaders and take direction from them.<br />
* Know how to use the [[Console_Commands|SLAP]] command to give points to a team.<br />
* Know how to /OP players.<br />
* Understand your role as assistant ([[Ladle/Operations#Global_Moderators_2|see below]]).<br />
* Keep an eye on the brackets and update match scores when possible. Sometimes it is helpful to update match wins during a game to let the teams focus on playing.<br />
<br />
===Global IDs and authentication===<br />
We recommend that you use [http://forums.armagetronad.net @forums] authority due to the chance of having a PM vote, however all other authorities are still accepted. [[Authentication_for_Players#Benefits|Read more about Authentication]]<br />
<br />
===Round Robin (4 Team Ladles)===<br />
Starting with Ladle 115, it was voted to play 4 team ladles using a round robin format. Each team will play each other over 2 matches, with the results (Win, loss, tie) being assigned point values (3, 1, 0, respectively). The top 2 teams will advance to the final, best of 3 match. In the case of a 2nd place tie, those teams will play a final, deciding match. In the case of a 3 way tie, each of the remaining teams will play each other once more, with those results used to determine the top 2.<br />
<br />
=Seeding=<br />
===Placement On Brackets===<br />
* Seeds are taken from the previous Ladle only.<br />
* Seeds must be planted in the bracket to ensure they do not meet in the first round of play. The higher the seed, the further apart they should be placed. For example, on a full 16 team bracket, the seeds might be placed as such:<br />
<pre>| RD1-team01= Seed 1 (winner)<br />
| RD1-team16= Seed 2 (loser)<br />
| RD1-team09= Seed 3 (lost to winner)<br />
| RD1-team08= Seed 4 (lost to loser)</pre><br />
* Byes get filled in reverse to give the winner the greatest chance of getting one (if there are 15 teams registered, seeds 4, 3, then 2 will face teams in the first round, but not seed 1)<br />
<br />
'''NOTE:''' as of Ladle 78 only one seed is recognized. The winner gets the first position on the following bracket and is guaranteed a bye when one exists. All other teams are randomized.<br />
<br />
===Retaining Your Seed===<br />
* The team name must remain the same. The exception is a slight variation or abbreviation of the name. However, it should be obvious to the person making the brackets this is a returning team with a seed. Please use good sense if you must use a variant or abbreviation.<br />
* The team must have either:<br />
** The same captain (or at least one captain out of the two, if there were two) and three additional players who were on the challenge board the previous ladle '''or'''<br />
** Five players who were on the challenge board in the previous ladle. Player names are restricted to the same guidelines as team names (above).<br />
* If your team does not meet these requirements you lose your seed and lower seeds move up to fill your position.<br />
<br />
=Responsibilities & duties during the Ladle=<br />
===Global Moderators===<br />
A Global Moderator is a server owner/player who acts as a ''subordinate'' to Team Leaders. In case of a mid-match server crash, a GM may be called upon to set the previous score using the SLAP <-x player> command. Global Moderators may also be called upon to /OP Team Leaders who lack proper authority. When this happens, the GM should draw special attention to this matter by posting the name of the player and server on the forums. This is so the community can review the situation and help solve any login problems. A GM may be called upon to kick a spectator to make room for team members who can't get into a full server. And in some cases, a GM might silence a spectator who is clearly harassing Team Members. GM's can only act at the request of ''both'' Team Leaders. They have no authority to interfere in a match in any way. They hold no powers of judgement and are purely assistants.<br />
<br />
===Team Leaders===<br />
Some main duties include starting the matches, editing team names to reflect scores, silencing spammers or distributive spectators not using the /team chat (if a GM is not present to silence them). They are above the Team Members in terms of authority so they make the final decision for their own participating team. ''Team Leaders are fully responsible for sorting out disagreements, especially in regards to server switching.'' Both Team Leaders have equal share of the complete decision.<br />
<br />
===Team Members===<br />
They have no specific authority other than all equally deciding on a new Team Leader if the original team leader is not present (or wishes to promote somebody else to the new Team Leader).<br />
<br />
=Warnings & Penalties=<br />
Players accused of violating a rule or committing an offense not defined by the rules they can be subject to a voting trial.<br />
<br />
===How a PM Vote Trial works===<br />
# A Ladle enthusiast creates a new forums thread about the PM Vote Trial after all evidence of wrongdoing comes to the surface. This will usually take several days for the witnesses to come forward and logs to be posted.<br />
# The enthusiast sends PMs to the server admins and Team Leaders (or other representative if post-Ladle fallout causes Team Leader(s) to become unavailable. In this case arrangements should be made between the team and Ladle enthusiast). All Team Leaders / representatives must be included, even if one of them is accused of committing an offense.<br />
# Ensure the voter names are in the TO field and publicly known. The list of voters should be posted in the appropriate thread.<br />
# The voting period must be open for at least one week, but may end earlier if everyone responds quickly. The end of voting should be clearly posted in the PMs and related thread. For example "Voting ends @ 18:00 GMT, on date..."<br />
# Team Leaders discuss the vote with their team.<br />
# Team Leaders and server admins send their vote back to the Ladle enthusiast. Teams with more than one Team Leader only have one vote.<br />
# The Ladle enthusiast sends a receipt to each voter as the votes are tallied. Receipts allow voters to retain some anonymity.<br />
# The results of the trial are then posted on the forums along with the receipts and the list of persons who actually voted. An example of a completed trial can be found [http://forums3.armagetronad.net/viewtopic.php?f=60&t=22524 here]<br />
<br />
The PM should link to all related threads and any available evidence. Each accused player should be listed separately as such:<br />
<br />
:<player> is accused of <violation(s)>. Given the evidence provided, is <player> guilty of breaking a Ladle rule or an offense against the tournament and community? If so, how many Ladles should they be banned for? (0 - 12)<br />
<br />
At least 2/3 of the votes must be yes for a ban to go into effect. The length of the ban will be the median response, rounded down. Bans take effect immediately and should be recorded in the [[Ladle/Penalty_Box|Penalty Box]] where they stay as a permanent record. If a banned player is caught participating in Ladle, a Global Moderator should kick/ban them immediately. The player in violation must be tried immediately and given a ban no less than twice the previous one. Allowing a banned person to play with you will likely send your entire team to trial, so don't do it!<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Challenge_Board&diff=59131
Ladle/Challenge Board
2021-11-01T03:15:25Z
<p>Sinewav: /* Challenge Board */</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
<br />
==Signing Up==<br />
Sign your team up here using one of the following formats. <br /><br />
For more information, see [[Template:LadleTeam]] or [[Template:LadleTeamExternal]]. Please avoid using non-alphanumeric characters when possible because they can break [[Ladle/Tools|our wonderful tools]]!<br><br />
By signing up you agree to follow the [[Ladle/Operations#Rules_for_players|Rules]]. Rule breakers may be subject to disciplinary action. Team Captains, please be up to date on [[Ladle/Operations#How_the_Ladle_Works|how the Ladle works]] as well.<br /><br />
<br />
<nowiki>{{LadleTeam|Your Team Name|Team Captain's Name|Team Captain's Global ID|Teammate 1, Teammate 2, ...|Wiki Page Name}}</nowiki><br />
or<br />
<nowiki>{{LadleTeamExternal|Your Team Name|Team Captain's Name|Team Captain's Global ID|Teammate 1, Teammate 2, ...|http://teamwebsite.com}}</nowiki><br />
<br />
<br />
==Teams==<br />
'''Sign ups close 24 hours before Ladle!'''<br /><br /><br />
<!-- Sign Up Here --><br />
<br />
<br />
===Free Agents===<br />
Add your name here if you are actively looking for a team to join for the upcoming ladle <br /><br />
<br />
==Challenge Board==<br />
<br />
<!-- Format for 5-8 Teams --><br />
* For 5-8 Teams, Ladle is a round robin, followed by any necessary tiebreakers, followed by finals.<br />
* All games in the Round Robin are 1 match to 150 points. Top 2 teams advance to finals. ''Please record your match scores in each round.''<br />
* Tie breakers are as follows: 2 teams = head to head result, 3 teams rock paper scissors = highest score where they lost in the tiebreak, if extra matches are somehow necessary they are 1 match to 100 points in the finals' server.<br />
* Finals are best of 3 matches to 100 points (the first team to win 2 matches wins).<br />
* All finals are played in the server listed in '''bold'''. Teams may agree to move to the backup server if there is a regional preference or problem with the primary server.<br />
<!-- Format for 3-4 Teams<br />
* For 3-4 Teams, Ladle is a round robin, followed by any necessary tiebreakers, followed by finals.<br />
* All games in the Round Robin are 2 matches to 100 points. Top 2 teams advance to finals.<br />
* Tie breakers are as follows: 2 teams = head to head result, 3 teams rock paper scissors = highest score where they lost in the tiebreak, if extra matches are somehow necessary they are 1 match to 100 points in the finals' server.<br />
* Finals are best of 3 matches to 100 points (the first team to win 2 matches wins).<br />
* All finals are played in the server listed in '''bold'''. Teams may agree to move to the backup server if there is a regional preference or problem with the primary server.<br />
--><br />
<br />
===Brackets===<br />
<!--<br />
#####################################################################<br />
# Bracket Instructions / Tips<br />
# For <3 Teams, that sucks bro, dead game<br />
# For 3-4 Teams, use Template:4TeamRoundRobinBracket<br />
# For 5-6 Teams, use Template:6TeamRoundRobinBracket<br />
# For 7-8 Teams, use Template:8TeamRoundRobinBracket<br />
# For 9-16 Teams (Single Elimination), use Template:16TeamBracket<br />
# For 17-32 Teams (Single Elimination), use Template:32TeamBracket<br />
#####################################################################<br />
--><br />
{{Ladle{{Ladle Meta|number}}Bracket}}<br />
&nbsp;&nbsp;&nbsp;''To update the brackets, edit [[Template:Ladle{{Ladle Meta|number}}Bracket]]''<br />
<br />
===Times===<br />
<br />
<!--{{:Ladle/WinterTimes}}--> <!-- November - March --><br />
{{:Ladle/SummerTimes}} <!-- April - October --><br />
<br />
===Previous Result - [[Ladle {{Ladle Meta|previous}}]]===<br />
<br /><br />
{{Ladle{{Ladle Meta|previous}}Bracket}}<br />
<br />
==Servers==<br />
Admins, by offering your server you agree to abide by the [[Ladle/Operations#Rules_for_server_owners_.26_operators|Rules for server owners and operators]]. It is also advisable that you are up to date on [[Ladle/Operations#How_the_Ladle_Works|how the Ladle works]] as well. Thank you.<br />
<br />
===Server Configuration===<br />
RINCLUDE Desolate/ladle/ladle_classic.cfg(http://resource.armagetronad.net/resource/Desolate/ladle/ladle_classic.cfg)<br />
RINCLUDE Cadillac_/ladle/{{Ladle Meta|number}}_authorities.cfg(http://resource.armagetronad.net/resource/Cadillac_/ladle/{{Ladle Meta|number}}_authorities.cfg)<br />
SERVER_NAME 0x7fff7fLadle {{Ladle Meta|number}} 0xff7f7f(0x7f7fffPlayer 1's Server0xff7f7f)<br />
ROUND_CONSOLE_MESSAGE 0x7fff7fLadle {{Ladle Meta|number}} 0xff7f7f(0x7f7fffPlayer 1's Server0xff7f7f)\n0x999999Please remember to leave server feedback.<br />
<br />
Changes can be reviewed on the [[Ladle/Guidelines/Voting|Voting page]].<br />
<br />
===Server List===<br />
<nowiki>{{LadleServer|Your server name|ip|port|Location|[http://serverwebsite.com http://serverwebsite.com]}}</nowiki><br />
<br />
<u>'''Europe'''</u><br />
{{LadleServer|Delinquent's EU|185.247.119.188|4534|London|}} <br />
{{LadleServer|Deso's EU|176.9.45.134|4534|Germany|}}<br />
{{LadleServer|vov's Backup EU|85.214.226.170|4538|Germany|[[User:Ninja Potato|Ninja Potato]]}}<br />
{{LadleServer|Z-Man's GER|vps-zman.armagetronad.org|4534|Germany|[[User:Z-Man|Z-Man]]}}<br />
{{LadleServer|Z-Man's GER 2|95.111.241.79|4534|Germany|[[User:Z-Man|Z-Man]]}}<br />
{{LadleServer|Nanu's EU|TBD|TBD|London|}}<br />
<br />
<u>'''US & Others'''</u><br />
{{LadleServer|Deso's NY|66.23.237.74|4534|New York, US|}}<br />
{{LadleServer|kevinh.us|armagetron.kevinh.us|4556|Illinois, US|}}<br />
{{LadleServer|Nanu's NY|TBD|TBD|New York, US|}}<br />
<br />
===Subculture===<br />
<br />
* [https://armagetron.kevinh.us/online/#filter_empty%3Dtrue%3Bfilter_re_name%3DLadle%20%5C%5Cd%2B epsy's Online Server Browser]<br />
* [https://browser.armanelgtron.tk/#regex=Ladle%20\d+%20\%28.+\%29 Nelg's Online Server Browser]<br />
* [https://lightron.org/Servers/Ladle Lightron Server Browser]<br />
<br />
==Access Levels==<br />
<br />
===Global Admins===<br />
Server owners and players who are available to assist with major server issues.<br />
* Desolate@forums<br />
* raph@forums<br />
* vov@forums<br />
* delinquent@forums<br />
* Z-Man@forums<br />
* Nanu Nanu@forums<br />
<br />
===Global Moderators===<br />
Frequent team leaders and tournament organizers able to assist with minor issues.<br />
* Magi@forums<br />
* F0RC3@forums<br />
* woof@forums<br />
* sinewav@forums<br />
* thxmp@forums<br />
* Olive@forums<br />
<br />
===Ban List===<br />
The section below gets added to authentication files. Banned players get their GID's shunned and any associated IP's placed on the list. See the [[Ladle/Penalty_Box|Penalty Box]] for current bans.<br />
<pre>USER_LEVEL <username>@forums 16<br />
BAN_IP 0.0.0.0 10000 Ladle Infraction<br />
</pre><br />
<br />
==Recordings/Screenshots==<br />
* [http://vps-zman.armagetronad.org/~manuel/armarecordings/ Z-man's recordings]<br />
* [https://www.youtube.com/user/screally/videos Syllabear recordings (historic)]<br />
<br />
[[Category:Ladle]]</div>
Sinewav
http://wiki.armagetronad.org/index.php?title=Ladle/Challenge_Board&diff=59130
Ladle/Challenge Board
2021-11-01T03:14:32Z
<p>Sinewav: /* Challenge Board */</p>
<hr />
<div>{{:Ladle/Blurb}}<br />
<br />
==Signing Up==<br />
Sign your team up here using one of the following formats. <br /><br />
For more information, see [[Template:LadleTeam]] or [[Template:LadleTeamExternal]]. Please avoid using non-alphanumeric characters when possible because they can break [[Ladle/Tools|our wonderful tools]]!<br><br />
By signing up you agree to follow the [[Ladle/Operations#Rules_for_players|Rules]]. Rule breakers may be subject to disciplinary action. Team Captains, please be up to date on [[Ladle/Operations#How_the_Ladle_Works|how the Ladle works]] as well.<br /><br />
<br />
<nowiki>{{LadleTeam|Your Team Name|Team Captain's Name|Team Captain's Global ID|Teammate 1, Teammate 2, ...|Wiki Page Name}}</nowiki><br />
or<br />
<nowiki>{{LadleTeamExternal|Your Team Name|Team Captain's Name|Team Captain's Global ID|Teammate 1, Teammate 2, ...|http://teamwebsite.com}}</nowiki><br />
<br />
<br />
==Teams==<br />
'''Sign ups close 24 hours before Ladle!'''<br /><br /><br />
<!-- Sign Up Here --><br />
<br />
<br />
===Free Agents===<br />
Add your name here if you are actively looking for a team to join for the upcoming ladle <br /><br />
<br />
==Challenge Board==<br />
<br />
<!-- Format for 5-8 Teams --><br />
* For 5-8 Teams, Ladle is a round robin, followed by any necessary tiebreakers, followed by finals.<br />
* All games in the Round Robin are 1 match to 150 points. Top 2 teams advance to finals. **Please record your match scores in each round.**<br />
* Tie breakers are as follows: 2 teams = head to head result, 3 teams rock paper scissors = highest score where they lost in the tiebreak, if extra matches are somehow necessary they are 1 match to 100 points in the finals' server.<br />
* Finals are best of 3 matches to 100 points (the first team to win 2 matches wins).<br />
* All finals are played in the server listed in '''bold'''. Teams may agree to move to the backup server if there is a regional preference or problem with the primary server.<br />
<!-- Format for 3-4 Teams<br />
* For 3-4 Teams, Ladle is a round robin, followed by any necessary tiebreakers, followed by finals.<br />
* All games in the Round Robin are 2 matches to 100 points. Top 2 teams advance to finals.<br />
* Tie breakers are as follows: 2 teams = head to head result, 3 teams rock paper scissors = highest score where they lost in the tiebreak, if extra matches are somehow necessary they are 1 match to 100 points in the finals' server.<br />
* Finals are best of 3 matches to 100 points (the first team to win 2 matches wins).<br />
* All finals are played in the server listed in '''bold'''. Teams may agree to move to the backup server if there is a regional preference or problem with the primary server.<br />
--><br />
<br />
===Brackets===<br />
<!--<br />
#####################################################################<br />
# Bracket Instructions / Tips<br />
# For <3 Teams, that sucks bro, dead game<br />
# For 3-4 Teams, use Template:4TeamRoundRobinBracket<br />
# For 5-6 Teams, use Template:6TeamRoundRobinBracket<br />
# For 7-8 Teams, use Template:8TeamRoundRobinBracket<br />
# For 9-16 Teams (Single Elimination), use Template:16TeamBracket<br />
# For 17-32 Teams (Single Elimination), use Template:32TeamBracket<br />
#####################################################################<br />
--><br />
{{Ladle{{Ladle Meta|number}}Bracket}}<br />
&nbsp;&nbsp;&nbsp;''To update the brackets, edit [[Template:Ladle{{Ladle Meta|number}}Bracket]]''<br />
<br />
===Times===<br />
<br />
<!--{{:Ladle/WinterTimes}}--> <!-- November - March --><br />
{{:Ladle/SummerTimes}} <!-- April - October --><br />
<br />
===Previous Result - [[Ladle {{Ladle Meta|previous}}]]===<br />
<br /><br />
{{Ladle{{Ladle Meta|previous}}Bracket}}<br />
<br />
==Servers==<br />
Admins, by offering your server you agree to abide by the [[Ladle/Operations#Rules_for_server_owners_.26_operators|Rules for server owners and operators]]. It is also advisable that you are up to date on [[Ladle/Operations#How_the_Ladle_Works|how the Ladle works]] as well. Thank you.<br />
<br />
===Server Configuration===<br />
RINCLUDE Desolate/ladle/ladle_classic.cfg(http://resource.armagetronad.net/resource/Desolate/ladle/ladle_classic.cfg)<br />
RINCLUDE Cadillac_/ladle/{{Ladle Meta|number}}_authorities.cfg(http://resource.armagetronad.net/resource/Cadillac_/ladle/{{Ladle Meta|number}}_authorities.cfg)<br />
SERVER_NAME 0x7fff7fLadle {{Ladle Meta|number}} 0xff7f7f(0x7f7fffPlayer 1's Server0xff7f7f)<br />
ROUND_CONSOLE_MESSAGE 0x7fff7fLadle {{Ladle Meta|number}} 0xff7f7f(0x7f7fffPlayer 1's Server0xff7f7f)\n0x999999Please remember to leave server feedback.<br />
<br />
Changes can be reviewed on the [[Ladle/Guidelines/Voting|Voting page]].<br />
<br />
===Server List===<br />
<nowiki>{{LadleServer|Your server name|ip|port|Location|[http://serverwebsite.com http://serverwebsite.com]}}</nowiki><br />
<br />
<u>'''Europe'''</u><br />
{{LadleServer|Delinquent's EU|185.247.119.188|4534|London|}} <br />
{{LadleServer|Deso's EU|176.9.45.134|4534|Germany|}}<br />
{{LadleServer|vov's Backup EU|85.214.226.170|4538|Germany|[[User:Ninja Potato|Ninja Potato]]}}<br />
{{LadleServer|Z-Man's GER|vps-zman.armagetronad.org|4534|Germany|[[User:Z-Man|Z-Man]]}}<br />
{{LadleServer|Z-Man's GER 2|95.111.241.79|4534|Germany|[[User:Z-Man|Z-Man]]}}<br />
{{LadleServer|Nanu's EU|TBD|TBD|London|}}<br />
<br />
<u>'''US & Others'''</u><br />
{{LadleServer|Deso's NY|66.23.237.74|4534|New York, US|}}<br />
{{LadleServer|kevinh.us|armagetron.kevinh.us|4556|Illinois, US|}}<br />
{{LadleServer|Nanu's NY|TBD|TBD|New York, US|}}<br />
<br />
===Subculture===<br />
<br />
* [https://armagetron.kevinh.us/online/#filter_empty%3Dtrue%3Bfilter_re_name%3DLadle%20%5C%5Cd%2B epsy's Online Server Browser]<br />
* [https://browser.armanelgtron.tk/#regex=Ladle%20\d+%20\%28.+\%29 Nelg's Online Server Browser]<br />
* [https://lightron.org/Servers/Ladle Lightron Server Browser]<br />
<br />
==Access Levels==<br />
<br />
===Global Admins===<br />
Server owners and players who are available to assist with major server issues.<br />
* Desolate@forums<br />
* raph@forums<br />
* vov@forums<br />
* delinquent@forums<br />
* Z-Man@forums<br />
* Nanu Nanu@forums<br />
<br />
===Global Moderators===<br />
Frequent team leaders and tournament organizers able to assist with minor issues.<br />
* Magi@forums<br />
* F0RC3@forums<br />
* woof@forums<br />
* sinewav@forums<br />
* thxmp@forums<br />
* Olive@forums<br />
<br />
===Ban List===<br />
The section below gets added to authentication files. Banned players get their GID's shunned and any associated IP's placed on the list. See the [[Ladle/Penalty_Box|Penalty Box]] for current bans.<br />
<pre>USER_LEVEL <username>@forums 16<br />
BAN_IP 0.0.0.0 10000 Ladle Infraction<br />
</pre><br />
<br />
==Recordings/Screenshots==<br />
* [http://vps-zman.armagetronad.org/~manuel/armarecordings/ Z-man's recordings]<br />
* [https://www.youtube.com/user/screally/videos Syllabear recordings (historic)]<br />
<br />
[[Category:Ladle]]</div>
Sinewav