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 Setting up a Cortex Command tournament 
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Joined: Mon Mar 23, 2009 9:23 am
Posts: 14
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Post Re: Setting up a Cortex Command tournament
Thanks to all for your help ! :grin:

I found a vanilla map which is just perfect for 1v1 multiplayer : Ketanot Hills. Each player has a limited drop zone, there is gold and the map is "finite", which is good.

I'll just edit it so that there are premade bunkers and brains for each player.

I think that all players will be allowed to use all the vanilla content.
Giving a race for each player might be unbalanced. I don't think Ronins are as strong as the Coalition or the Dummies...

If you have any other ideas, I'll be glad to read them.


Mon Jan 25, 2010 12:11 pm
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Joined: Wed Jan 06, 2010 2:17 am
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Location: New Zealand
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Post Re: Setting up a Cortex Command tournament
Ya might want to add the ol' no crab bombs rule.


Mon Jan 25, 2010 1:15 pm
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Joined: Mon Mar 23, 2009 9:23 am
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Post Re: Setting up a Cortex Command tournament
No crab bomb rule ?

What do you mean ?


Mon Jan 25, 2010 1:40 pm
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
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Don't fill up a craft with ~100 crabs and order it.


Mon Jan 25, 2010 1:48 pm
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Joined: Mon Mar 23, 2009 9:23 am
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Post Re: Setting up a Cortex Command tournament
Ah yes, of course !

What do you think of "Craft manual control" ? I mean, you load a dropship with a bunch of fully armed soldiers, you take control of the craft so you can drop the guys out of your own drop zone. You can be on the enemy's brain in seconds but it's risky...

Should I forbid it or not ?

Also, do you think the players should have starting units or just a brain and nothing else ?


Tue Jan 26, 2010 4:48 pm
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Joined: Wed Sep 09, 2009 3:16 am
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Manual Dropship for bombs only [vanilla bombs only]

A brain and 2 robots armed with ak-47s


Tue Jan 26, 2010 4:50 pm
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Joined: Mon Mar 16, 2009 10:50 pm
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Post Re: Setting up a Cortex Command tournament
I think you should go by faction. Some people prefer to be at a disadvantage.

In fighting games, frequently people will choose "crappy" characters on purpose.


Tue Jan 26, 2010 6:25 pm
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Joined: Mon Mar 23, 2009 9:23 am
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Post Re: Setting up a Cortex Command tournament
Then they just can buy Ronins with blunderbusses if they want, I won't forbid them ! :)


Tue Jan 26, 2010 10:58 pm
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Post Re: Setting up a Cortex Command tournament
Contrary wrote:
I think you should go by faction. Some people prefer to be at a disadvantage.

In fighting games, frequently people will choose "crappy" characters on purpose.

It's much more fun when you actually have to fight to survive, as opposed to just blasting apart your friend. Make it so you have slightly more starting gold, use that gold to build an elaborate base, and have two teams, offending and defending. The offense might have a small temporary base a short while away from the fortress, and you both get a set amount of time to get everything set. Then have the offense just continue to flood the defense, until either A) The offense has reached a certain amount of deaths, B) everyone on defense is dead or C) you can allow defense to buy troops mid-battle as well, and then it goes on forever. That's what I do.


Wed Jan 27, 2010 1:43 am
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Joined: Mon Mar 23, 2009 9:23 am
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Post Re: Setting up a Cortex Command tournament
I finally made a map for 2 player mode.

What do you think about it ?


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2player.rte.rar [18.62 KiB]
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Sun Jan 31, 2010 4:15 pm
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Joined: Wed Jan 06, 2010 2:17 am
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Location: New Zealand
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The map is pretty good, although i think more doors are needed.


Mon Feb 01, 2010 12:22 pm
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Joined: Thu Jan 21, 2010 3:58 am
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Post Re: Setting up a Cortex Command tournament
What is the best way to play multiplayer in terms of controls? Gamepads? I have xbox controllers I could use but I haven't experimented at all yet.


Tue Feb 02, 2010 11:11 pm
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With more than 2 playing, Xbox controllers are definitely the way to go.


Wed Feb 03, 2010 7:20 am
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Gamepads all the way.

Just make sure you have a test run without killing just to get used to the controls, to prevent ragequit.


Wed Feb 03, 2010 9:31 am
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XBox controllers are awesome, even in one player. They make it really easy to jetpack and walk backwards, which is harder for mouse, and impossible, to my knowledge, for keyboards.


Wed Feb 03, 2010 12:37 pm
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