Who=Inmates and prison staff
What=Staged death match race
Where=Prison in the Mojave desert
When=Not so distant future/past
Why/How=if it was good enough for a couple of movies, it may possibly be barely acceptable to CC players
Important idea=No stack & smack. We will change as much of the map/gameplay/deploys as needed to make sure people have to move on the first turn. This map is about "race", not sit on your autodeploy for 2 turns then jump through a pit guard and steal someone elses car. AoR2 is what comes to mind for me, you need to move on turn one and never stop if you want to win. Obviously in different scenarios and settings there may be reasons to move slowly, but the track needs to be integral to game play for this idea to work.
Revision .95b thanks to the talented Mr.
Grifftron!
.95b Minor update, cut paths in the tire barriers on the left and right to allow access from the track to Guard Clinton on the left and Guard Randy on the right. One way assault from track, guards don't have cars so they can't get onto the track. Added arrows to show direction instead of new text in the key..95 Change ground texture outside track/towers to make everything else stand out more. Stretch range rover, move star to hood. Wording in key. Font for my siggy.
.94 Move Impassables key to separate box. Added black border to key. Re-added numbers to Guard Towers. Reverted texture of Guard Towers to a single texture. Moved Armory to upper right. Added colored circles in Holding Areas to indicate regions in bonus. Reduced font size of track names. Overall revamp of key area, cleanup some wording and redo lines. Remove some arrows from track.
.93 Changed out a car. Added arrows to sniper key. Moved Armory key text. Slight position/line changes in legend. Added track bonus text.
.92 Updated graphics. Completed names. Added colored 88's to player starting positions, white starting numbers for neutrals. Adjustment to legend. Clarification of bonuses. Some font changes for readability. Changed labels of Holding Areas. Added some arrows on the track.
.91 fleshed out graphics and basic idea.
To Do:
Todas Familias. Win/Loss condition? Streamline the theme, dark, dirty, grunge, less white. Reduce different font usage. Add concrete walls to towers. Stuff!
- Click image to enlarge.
Idea: Inmates race around the track, attacking ahead, laying waste behind them. The Warden and prison guards have their own ideas who should win. Second place is just the last to die!
Win objective: Hold all 4 Guard Towers & Armory (maybe, need some more feedback)
Loss objective: none
Each player has at least 1 pit area. One-way assault to connected track, assault adjacent guard. Autodeploy +2.
Tracks assault (crash into) adjacent forward and forward-diagonally (no projectile weapons for inmates!), bombard to the adjacent rear (oil slick, drop bombs, spike balls). No exit from the track - you race, you win or you die! +1 for every two tracks.
Warden large neutral. Bombards all track positions and pit cars. Killer reset. Who doesn't wager on their own race? He helps his team win! No bonus. Connects to the Armory +1.
4 Guard towers. Center Elite Guards connects to Warden, center rear guards connect to holding areas. Players start with tower guards, 1 outer guard each on 8 player. Area bonus +2.
Towers connected to each other with catwalks holding snipers. +2 for holding any 3 snipers. Snipers bombard near tracks.
Holding Areas, 1 cell per player in 8 player game. Holding Area guard connects to local cells and adjacent guard towers through tunnels. +2 for Cell Guard and adjacent 4 cells.
Pit guards assault adjacent pit areas, adjacent guards and adjacent tunnel guards.