FAMILY FEUD - A new map by Meat & Potatoes for Worms Reloaded and Armageddon! [Archive] - Team17 Forum

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hundreds
4 Sep 2010, 04:12
Wouldn't it be nice if we could all just sit down in our respective Japanese dojos and meditate on what really matters in life? That is, firing a rather explosive bazooka shell into your enemy's stupid face?!
Well you can finally do so, as Meat & Potatoes proudly presents its first post-release map for Worms Reloaded and 7th in the line for custom Worms Armageddon maps: Family Feud. With nearly a year of on and off development, this one has been finally been released for both platforms and we certainly hope it finds a new home on your computer.
Get ready to choose a side and battle it out in this Bng style custom map centering around a lush Japanese garden in the middle of two opposing dojos - the Samurais and the Ninjas.
Note for Worms Armageddon players: You guys get the extended version of this map - larger sized than the Worms Reloaded version! :)
Scaled Screenshot: (not actual size)
http://www.mnpp.net/images/worms/screenshots/screen_familyfeud.jpg
Go get the Armageddon version at http://www.mnpp.net/?p=162
What's next on MnPs Worms-related calendar? You'll be happy to know that we have begun production on two new maps - Alcatraz (working title) and Midnight Oil - details on which will be released in the coming few weeks at mnpp.net (http://www.mnpp.net)and on this forum.
BIG thanks goes out to everyone who has contributed to the development of this map at this thread (http://forum.team17.co.uk/showthread.php?t=38235). Special thanks goes out to Bonz and D Wormkill for personally beta testing this map. Please let us know what you think after you've had a couple plays on the newest MnP map, Family Feud.

Etho.
4 Sep 2010, 04:21
Absolutely awesome! Very good job, and thanks for the new map. :)

CakeDoer
4 Sep 2010, 18:30
So are all of the little flags Flags, or is/are there (a) specific Flag(s)?
EDIT: lol sorry, thought this was a CTF map actually!

hundreds
4 Sep 2010, 18:39
The idea had been kicked around, and I suppose you could easily convert it into one. I haven't released an official Family Feud CTF map as of yet, but if there is enough demand, it will happen. Those flags are currently positioned there to ensure that each team has to blast there way onto the garden (thereby making themselves a target).

Ramone
5 Sep 2010, 19:43
Very nice graphics, very good job guys!
I've tried to play it on W:A with provided scheme and the only thing that bothers me is that there's roof (dunno if you have leave it on purpose or just forgot about it..?) so when you shoot too much high your grenade will bounce off roof or your zook will be destroyed there... I know I can move the roof manually, but I think it shouldn't be there by default as well..
As for the scheme goes, I think that some good Forts scheme can be used with this map. In your scheme I miss Low Gravity for some shots and for some worm jumpings, and I miss ropes (or jet pack) so I could go back on top of the house if I fall down...
Again, congrats on a great map, it's really awesome!
Cheers.

hundreds
5 Sep 2010, 20:36
Thanks! Well the border is on the top because it has to be there. WA,as it is now only supports 3 border types - one, off, and semi-on. I'd really like for it to support a fixed camera mode (no borders, but no camera panning beyond the edge).
You could always just play this as an "island" but I really didn't design it to be one. :) It's up to you though. And yeah, our scheme is just a guideline. Have fun with it any way you want!

Ramone
5 Sep 2010, 21:08
What do you mean it has to be there? As you've said W:A supports 3 border types and the one I'm talking about is "off" borders.. I can remove that top border on your map in game map editor (right click on border icon) and save your map without any borders...

hundreds
5 Sep 2010, 21:16
Yes but that will make it an "island" map (with open waters around it). Since it wasn't designed to BE an island, it would be funny looking with the edges chopped off like that.

SilPho
6 Sep 2010, 20:59
For the sake of WA you could always have a large area of open space above the map, enough for weapons to fly around but still technically not an island map.

hundreds
6 Sep 2010, 21:18
Yeah I thought I made it high enough. Is it not?

CyberShadow
6 Sep 2010, 21:24
Having a border also removes strike weapons from the scheme... I think a more elegant solution would be to add slopes to either side of the map.
Maybe we could allow repeating a map segment on the sides of maps in 4.0 infinitely (but efficiently)... then you could add an infinite plain / desert / etc. on the sides :p

hundreds
6 Sep 2010, 22:36
That might be a good addition - depends on the overall visual impact of having a repeating terrain on either side.
Also, I was kind of designing this to be a standard simple projectiles weapons (like BnG) - hopefully not plagued by airstrike after airstrike. If I get a second, I'll try to add some slopes. I just really didn't want this map to be an island.

GreeN
6 Sep 2010, 22:45
I wasn't going to comment on the subject until I had tested the map, but I have to agree that if the border is causing problems, it should definitely be altered/removed. If LG is included in a scheme with this map, you will often see bazookas going 2-3 times higher than the map currently is.
I for one think the map could look quite handsome as an island, anyway.

CyberShadow
6 Sep 2010, 22:56
I just really didn't want this map to be an island.Well it's not a cavern either, is it :p
As for the airstrikes - well you won't see any in a BnG scheme, so it's up to the host to decide what weapons to include in the scheme.

hundreds
6 Sep 2010, 23:40
Exactly... which is why I put in a request to have borders that can be turned on or off on an individual basis. For most of my Worms Armageddon maps that aren't caverns and aren't islands, I usually just raise the roof way up.
I'm still not too keen on this sucker being an island, but I'm definitely going to raise the roof up for you guys. Go ahead and check out the altered file now at my website. Same link as the first post.
I have raised it up 1000 pixels or so. If you're still hitting the roof, you're not aiming at the fort. :) Also, if any of you guys remember my Pit of Carkoon level, that, too, was faux-cavern.

Plutonic
7 Sep 2010, 00:00
Just downloaded it, very nice map :)
Not sure if you changed your mind but the lastest version isnt flagged as a cavern?

hundreds
7 Sep 2010, 00:16
uh oh!!! hold up!!!

hundreds
7 Sep 2010, 00:19
OK, I skipped one important step. I got my hands in too many Worms games now. :) The file SHOULD be good now and flagged for a very high roof. Can someone verify just so I have peace of mind?

Plasma
7 Sep 2010, 00:36
Maybe we could allow repeating a map segment on the sides of maps in 4.0 infinitely (but efficiently)... then you could add an infinite plain / desert / etc. on the sides :p
Wouldn't that cause some horrible balance issues? Especially since running away would become the ultimate, unbeatable darksider strategy.

CyberShadow
7 Sep 2010, 00:43
Wouldn't that cause some horrible balance issues? Especially since running away would become the ultimate, unbeatable darksider strategy.
W:A already has several options that shouldn't be enabled unless you trust your opponents - such as infinite turn time.
Plus, you can just enable Sudden Death with rising water.
Another solution is to make a cyclic map with a long (but not too long) plain on the sides :)

hundreds
7 Sep 2010, 01:32
Anyone know if the map is OK now (high roof)?

Ramone
7 Sep 2010, 02:08
...
I have raised it up 1000 pixels or so. If you're still hitting the roof, you're not aiming at the fort...
But I still do! I'm hitting the roof with LG zook, low winds.. Aimed at the other fort for sure. It's just in few cases now tho, better than before for sure.
Not that I wanna convince you to change it, but I just don't understand what's "wrong" with Island maps (if it's Fort-BnG thingy as you've said).. Tho I'm sure you have your reasons and I'm not questioning that..
Anyway, player can always put the top border "off" or "on" with one click in game, so it's not really an issue.. It's a NICE MAP anyhow and thank you for it! ;)
hf

hundreds
7 Sep 2010, 17:38
I see... yeah I guess it's tough to make it perfect for LG. If you're really desperate, you could always just go ahead and change the border type to off, like you said. Or just change the file's height even higher. It's just a PNG afterall, so you can do what you want with it. :)

TriMat
8 Sep 2010, 02:09
Looks great! Can you add it to the WMDB?

hundreds
8 Sep 2010, 03:02
Yeah I was going to get this one on there later this week. Does anyone know if it is possible to edit or remove any maps that I have uploaded before from wmdb.org?

CyberShadow
8 Sep 2010, 03:13
Yes, you can edit and remove your own maps, AFAIK. If not, a moderator can do it for you.

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