## To use this file: rinclude games/fort/smallfort_v1(http://www.trontimes.tk/repository/files/games/fort/smallfort_v1.cfg) # reset all physics to default rinclude games/reset_vov_A.cfg(http://www.trontimes.tk/repository/files/games/reset_vov_A.cfg) # load basic fortress settings: map and conquest rates include examples/fortress_soccer.cfg # physics include examples/cvs_test/fortress_physics.cfg # scoring include examples/cvs_test/fortress_scoring.cfg # politics (important parts copied+pasted) TEAM_BALANCE_WITH_AIS 0 SP_MIN_PLAYERS 2 ALLOW_TEAM_NAME_COLOR 1 ALLOW_TEAM_NAME_PLAYER 0 SP_TEAM_MAX_PLAYERS 9 TEAM_MAX_PLAYERS 10 # No holes explosion_radius 0 sp_explosion_radius 0 # Shorter walls. went for an even number here and it feels quite natural with zone radius 40->30; maybe a little bit shorter is OK too. walls_length 300 sp_walls_length 300 # scaling this down with it just feels right on a smaller map walls_stay_up_delay 6 sp_walls_stay_up_delay 6 # rim accel (as there is a smaller map, a bit less than normal walls?) cycle_accel_rim 0.7 # scoring: focus on getting the zone seems appropriate imo. 3+2 => 5-0 on win, 5-3 on both conquer, 2-0 on kill win fortress_survive_win 0 fortress_conquered_win 1 score_kill 0 score_win 1 score_hole 0 score_die 0 sp_score_win 2 fortress_conquered_score 3 fortress_held_score 0 # for when that bug with the collapse rate is fixed: give the other team some time to retaliate? (t = 1/collapse_speed) #fortress_collapse_speed 0.2 #fortress_conquered_kill_ratio 1 #fortress_conquered_win 0 # score limits: first to 24 points (min. 5 rounds to win, on par with normal fort). limit_score_min_lead might be considered for competitive mode. limit_score 24 limit_advance 0 limit_score_min_lead 0 limit_time 60 limit_rounds 50 # win zone: I suggested a win zone with no points to break stalemates but since I give a score for a win, a death zone does it too. WIN_ZONE_RANDOMNESS 0 # 5 minutes in a 4v4? not sure here WIN_ZONE_MIN_ROUND_TIME 300 WIN_ZONE_MIN_LAST_DEATH 90 WIN_ZONE_INITIAL_SIZE 100 WIN_ZONE_EXPANSION 400 WIN_ZONE_DEATHS 1 # 2v2 = conquest here as no holes means the def has been cut / died; ganks should imo be stronger than in ladle FORTRESS_CONQUEST_RATE .3 FORTRESS_DEFEND_RATE .2 FORTRESS_CONQUEST_DECAY_RATE .1 # 4v4! and even teams and no login barrier for a beginner-friendly server teams_min 2 teams_max 2 team_max_players 4 team_max_imbalance 1 # and last but not least, smaller map map_file VOV/fortress/smallfort_400_300_30-1.aamap.xml(http://www.trontimes.tk/repository/files/VOV/fortress/smallfort_400_300_30-1.aamap.xml)