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 Probably a stupid idea. I post it anyway ... 
Crazy Tronner
Server Tech
Honorary Member
Bowl Winner (Amount: 1) defender, 3rd rank (Amount: 1) Fortress Cafe Tournament 1 Winner (Amount: 1) Map Maker (Amount: 1)
CT Rank: 14
Field's place: def-sweep
Grid Name: CT~Voodoo
GID: Voodoo@ct/jedi
CT Wild Fort Rank: na
Joined: 05 May 2006
Posts: 14R361467 Posts
Location: somewhere on earth
Reply with quote
This is a 3 teams hexa fortress (6 angles, hexagonal field). I just think it could introduce some politic aspect like alliances Wink I cant run the server on my comp. Not enough bandwidth to get a lot of players (WIFI) ...

Here are the files :

file hexa_fortress-0.1.0.aamap.xml

<?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
<!DOCTYPE Resource SYSTEM "map-0.2.8_beta3.dtd">
<Resource type="aamap" name="hexa_fortress" version="0.1.0" author="Voodoo" category="fortress">
<Map version="0.2.8">
<Settings>
<Setting name="TEAMS_MIN" value="3" />
<Setting name="TEAMS_MAX" value="3" />
<Setting name="NUM_AIS" value="0" />
<Setting name="SP_TEAMS_MIN" value="3" />
<Setting name="SP_TEAMS_MAX" value="3" />
<Setting name="SP_NUM_AIS" value="0" />
<Setting name="SP_MIN_PLAYERS" value="0" />
<Setting name="WIN_ZONE_EXPANSION" value="0" />
<Setting name="MAP_FILE_OVERRIDE" value="0" />
</Settings>

<World>
<Field>
<Axes number="6"/>

<Spawn x="60.036553" y="295.811422" xdir="1" ydir="0"/>
<Spawn x="423.609138" y="94.279848" xdir="0" ydir="1"/>
<Spawn x="416.354309" y="509.908730" xdir="0" ydir="-1"/>

<Zone effect="fortress">
<ShapeCircle radius="40" growth="0">
<Point x="60" y="300"/>
</ShapeCircle>
</Zone>
<Zone effect="fortress">
<ShapeCircle radius="40" growth="0">
<Point x="420" y="92.153903"/>
</ShapeCircle>
</Zone>
<Zone effect="fortress">
<ShapeCircle radius="40" growth="0">
<Point x="420" y="507.846097"/>
</ShapeCircle>
</Zone>

<Wall height="10">
<Point x="600" y="300"/>
<Point x="450" y="559.807621"/>
<Point x="150" y="559.807621"/>
<Point x="0" y="300"/>
<Point x="150" y="40.192379"/>
<Point x="450" y="40.192379"/>
<Point x="600" y="300"/>
</Wall>

</Field>
</World>
</Map>
</Resource>




file autoexec.cfg

# physics
include examples/cvs_test/fortress_complete.cfg

MAP_FILE Voodoo/fortress/hexa_fortress-0.1.0.aamap.xml # hexa fortress map

# what happens on conquest?
# the owners should all get killed
#FORTRESS_CONQUERED_KILL_MIN 1
#FORTRESS_CONQUERED_KILL_RATIO 1
# and the last one with a zone left "wins" the round
# (and gets no points because it's a freestyle game)
#FORTRESS_CONQUERED_WIN 0
#FORTRESS_SURVIVE_WIN 1

# scoring
#FORTRESS_CONQUERED_SCORE 3
#SCORE_WIN 7
#SP_SCORE_WIN 7
FORTRESS_CONQUERED_SCORE 5
SCORE_WIN 5
SP_SCORE_WIN 5
SCORE_SUICIDE 0
SCORE_KILL 2
SCORE_DIE 0

# win zone settings. Probably the most controversial bit of
# the CVS Test Server settings, but sadly, an expanding death
# zone is incompatible with old clients. And a static death zone
# is useless.
WIN_ZONE_RANDOMNESS 0
WIN_ZONE_MIN_ROUND_TIME 20 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 1 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
WIN_ZONE_DEATHS 1
# zone and size settings
WIN_ZONE_INITIAL_SIZE 40
WIN_ZONE_EXPANSION 0
SP_SIZE_FACTOR 0
SIZE_FACTOR 0

SERVER_NAME 0xFF301E3 0xFFB41FT0xFFF71Ee0xC7FF1Ea0x88FF1Fm0x45FF1Fs 0x1FFF7CH0x1FFFBBe0x1EFFFFx0x1EC0FFa 0x1F3DFFF0x3F1EFFo0x831FFFr0xC31FFFt0xFF1FFCr0xFF1EB8e0xFF1F79s0xFF1F36s
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Crazy Tronner
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Donator (Amount: 1)
CT Rank: Not Ranked
Field's place: support
Grid Name: CT×X3V1
GID: xevic@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 26B362819 Posts
Location: Barcelona
Reply with quote
Can be nice, but as i saw, u know wild can host it because is a 2 teams game... Then when u'd up the server and see me we can go to take some fun Wink

But my experience show me that server with more than 2 teams doesn't take success with tronners...

I really like the games with more teams, but it also need more players... at least 9 to take fun with 3 teams...

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Jedi
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Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
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Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
Reply with quote
A 3 team fortress is on my todo list for the future.

But what Xevi says is true. It would have to run seperately to CT Wild.

I do like the idea and think it would work, we certainly have enough people playing on the Wild Fortress to make 3 teams.

Maybe, once I get 10 maps for 3 team fortress, I'll take CT Wild Down, and put that in it's place for a while. See how it goes. It'll be fun if nothing else.

In fact I now know that's what I'll do, it'll be great. Watch this space.
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Jedi
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CT Rank: 9
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Joined: 31 Mar 2006
Posts: 4KW365936 Posts
Location: United States
Reply with quote
I can make some new maps starting next month. 3 teams shouldnâ??t be too bad to make I may make a 3 leaf clover.

Another thing I just thought of is that whoever wins is the one that defends the best or doesnâ??t get attacked. I could be possible for a team to win without deploying the other zones. Maybe points for defeating a zone; however that would be hard on multizone maps. Maybe not if you can change values accordingly. If the opposing teams are both in the zone who would get the points for it or would it be a tie? The only thing I wouldnâ??t like is points for defeating one of the teams base. Especially on multizone map because that would be unfair. Use the fortress zones to figure that out, so that it spreads out accordingly. But if we can get the errors worked out it would be fun.

I like the idea but I really do not know how well it would work. Itâ??s defiantly worth a try though.
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Location: UK
Reply with quote
another thing is u would need at least three people playing (if you had two then the computer would make the game really annoying)

You could make a three-team fortress game for a competition or something where a prearanged practice session is held though

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Ex- [FE]Syllabear (leader)

A key that opens many doors is a master key. A lock that is opened by many keys is a shit lock
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Crazy Tronner
Server Tech
Honorary Member
Bowl Winner (Amount: 1) defender, 3rd rank (Amount: 1) Fortress Cafe Tournament 1 Winner (Amount: 1) Map Maker (Amount: 1)
CT Rank: 14
Field's place: def-sweep
Grid Name: CT~Voodoo
GID: Voodoo@ct/jedi
CT Wild Fort Rank: na
Joined: 05 May 2006
Posts: 14R361467 Posts
Location: somewhere on earth
Reply with quote
Than another stupid idea to fill the 3 teams map list : a sumolike stuff, still hexa fortress (6 angles) cause it's easier to get a "fair" map for each team.



The middle of the map is cleary a kind of "money ground" ...

the big sumo of wild fortress can easily be adjusted to be a 3 teams map as well...
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Crazy Tronner
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Field's place: support
Grid Name: CT×X3V1
GID: xevic@ct/jedi
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Joined: 22 Mar 2006
Posts: 26B362819 Posts
Location: Barcelona
Reply with quote
Really this map cause of the start point isn't fair, the team start on left have ventage Razz

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Jedi
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Joined: 31 Mar 2006
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Location: United States
Reply with quote
No not really if it is a perfect hexagon were all sides on the outside are equal and starting positions were set correctly. because the cross angles would all be the same. Iâ??m working on 2 team hex map for the wield fortress.
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Crazy Tronner
Server Tech
Honorary Member
Bowl Winner (Amount: 1) defender, 3rd rank (Amount: 1) Fortress Cafe Tournament 1 Winner (Amount: 1) Map Maker (Amount: 1)
CT Rank: 14
Field's place: def-sweep
Grid Name: CT~Voodoo
GID: Voodoo@ct/jedi
CT Wild Fort Rank: na
Joined: 05 May 2006
Posts: 14R361467 Posts
Location: somewhere on earth
Reply with quote
Actually the problem is that Armabell that i use to get this picture does not manage 6 angles map so the direction of the spawn points are incorrectly rendered. But it's fair... all 3 teams are going to the center and join at the same time
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Crazy Tronner
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Joined: 22 Mar 2006
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Location: Barcelona
Reply with quote
ok, then nevermind Razz

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