A bomberman inspired minigame for OpenRA. The map is still under construction though.
Objective: Kill the other players with mines.
Gameplay: Lay mines with normal lay mine controls (hold CTRL, right click on area). The mines explode after a cetrain time.
If you play around with the YAML and find better settings please send them to me and I'll update it.
Link for map: http://content.open-ra.org/?p=detail&table=maps&id=437
[Minigame] Bomber-john
Bomberman inspired
zypress, the code is in the map file just open it up and take a look. use 7zip to open. its rather simple code to. just pure genius.
one thing, some cunstructive critisism i have with this map. is you need to give it an appropriate game type. its set as "minigame" atm but that doesent sit right with me.
there is going to be variants of this map, like it or not. i think its important we try use a game type thats relavant. like bomberjohn for all future bomber john maps.
one thing, some cunstructive critisism i have with this map. is you need to give it an appropriate game type. its set as "minigame" atm but that doesent sit right with me.
there is going to be variants of this map, like it or not. i think its important we try use a game type thats relavant. like bomberjohn for all future bomber john maps.
zypres1 wrote: ↑I like it, can anyone post the code for us to be inspired?
Code: Select all
Rules:
World:
-CrateDrop:
SpawnMPUnits:
InitialUnit: mnlyr
MNLYR:
Inherits: ^Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: fix
Owner: allies
Valued:
Cost: 800
Tooltip:
Name: Bomber
Icon: MNLYICON
Description: Lays mines to destroy unwary enemy units.\n Unarmed
Health:
HP: 500
Armor:
Type: Heavy
Mobile:
Speed: 9
RevealsShroud:
Range: 40
LimitedAmmo:
Ammo: 99999
PipCount: 1
RenderUnit:
Image: MNLY
Minelayer:
Mine: MINVV
AttackMove:
JustMove: true
MustBeDestroyed:
MINVV:
Mobile:
Crushes: atmine, crate, apmine
TerrainSpeeds:
Clear: 80
Rough: 40
Road: 100
Ore: 70
Beach: 40
Speed: 0
Health:
HP: 200
RenderBuilding:
Image: miner
HasMakeAnimation: false
BelowUnits:
Tooltip:
Name: Bomb
ProximityCaptor:
Types: Mine
SelfHealing:
Step: -1
Ticks: 1
HealIfBelow: 101%
DamageCooldown: 0
AttackFrontal:
PrimaryWeapon: CrateNuke
PrimaryOffset: 0,0,0,-4
DemoTruck:
BRL3:
Inherits: ^Building
Selectable:
Priority: 0
-RepairableBuilding:
-GivesBuildableArea:
Health:
HP: 9999999
RenderBuilding:
Image: brick
Explodes:
Tooltip:
Name: Explosive Barrel
Sequences:
miner:
idle:
Start: 0
Length: 1
damaged-idle:
Start: 1
Length: *
damaged-build:
Start: 1
Length: *
brick:
idle:
Start: 0
Length: *
Weapons:
Voices:
I think all maps that dose not feel like a normal RA map should be under minigame. How crazy it even is. Because else in the end there will be too many categories.knivesron wrote: ↑zypress, the code is in the map file just open it up and take a look. use 7zip to open. its rather simple code to. just pure genius.
one thing, some cunstructive critisism i have with this map. is you need to give it an appropriate game type. its set as "minigame" atm but that doesent sit right with me.
there is going to be variants of this map, like it or not. i think its important we try use a game type thats relavant. like bomberjohn for all future bomber john maps.
i have to respectfully disagree. i think the game play elements should determine what catagorys maps go in. say green fields, bomberjohn, drop zone. for eg are all distinctly different gameplay types. i would go as far to say we sohuld put maps with ore spawners and maps with out in different catagories to. i dont think having to many catagories will be a problem.
suposse ppl start making catagories for different types of the same type. for eg some one makes a green fields map with certain rules, then makse a different map with silghtly moded rules and puts it in a diff cata.
Major changes that are hugly popular will end up turning into full fledged mods. this happens in ta spring and the latest one that did this was the tech annihilation mod.
we should make use of the catagories function
suposse ppl start making catagories for different types of the same type. for eg some one makes a green fields map with certain rules, then makse a different map with silghtly moded rules and puts it in a diff cata.
Major changes that are hugly popular will end up turning into full fledged mods. this happens in ta spring and the latest one that did this was the tech annihilation mod.
we should make use of the catagories function