[Minigame] Bomber-john

Bomberman inspired

Information and discussion for custom maps and mods.
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Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

[Minigame] Bomber-john

Post by Holloweye »

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

knivesron
Posts: 93
Joined: Wed Aug 10, 2011 5:05 am

Post by knivesron »

bloody genius.

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 »

I like it, can anyone post the code for us to be inspired?

knivesron
Posts: 93
Joined: Wed Aug 10, 2011 5:05 am

Post by knivesron »

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.

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

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:

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

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 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
Posts: 93
Joined: Wed Aug 10, 2011 5:05 am

Post by knivesron »

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

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