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Poll
Favourite Carrot Scheme?
No Carrots (!!!)
bb vote bb bb
3 (20%)

2x Small Carrots (eg. Fukushima)
bb vote bb bb
0 (0%)

1x Full NRG (eg. Semi)
bb vote bb bb
4 (27%)

1x Full NRG + 1x Small Carrot (eg. Dusk v4)
bb vote bb bb
4 (27%)

1x Full NRG + 2x Small Carrots (eg. Gauntlet)
bb vote bb bb
1 (7%)

2x Full NRG (eg. HMK)
bb vote bb bb
3 (20%)

3x Full NRG (eg. Coffee)
bb vote bb bb
0 (0%)

Votes: 15
     Carrots and Ladders | [q] 2019-07-28 02:50
Ragnarok
CXavatar
JJnet user

Posts: 162
25
What's your favourite carrot scheme for CTF levels (2v2/3v3)?

emo

(Also feel free to say why)
Replies
Antix
[GpW]
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JJnet user
Posts: 1
0
#1 | [q]2019-07-28 03:29
Best CTF Party Goodluck proves everything, what a masterpiece.
Jelly Jam
avatar

JJnet user
Posts: 337
10
#2 | [q]2019-07-28 05:10
I voted for two full energy carrots, and although it is already well receieved by the competetive playerbase, I feel there's not enough levels that use this kind of setup to it's full potential. There are maps like HMK and the Astrolabe that prove it works well and I hope these levels serve as inspiration for designers who want to get their level in the mappool.


On another note, "Carrots and Ladders" sounds like a great name for a board game.
Mercuryquake
rabbit

JJnet user
Posts: 3
0
#3 | [q]2019-08-01 20:45
It depends on several other aspects of the level.

Such as, in a very large CTF map, having only 1 carrot would greatly affect the balance between teams, depending on its placement; and also whether or not taking carrot would be a lower or higher priority if it's so inconvenient to get to, in an extremely big map.

Having only 1 campable carrot in an already-campy level, might make the level just an overall campfest. So imagine a level with maybe 2 campy bases, a campy powerup, and then add 3 extra-campy carrots in separate areas. That sort of level could just be a joke because of having too many camping spots.

Then considering the idea you can have carrots affecting the balance between teams. Look at the level City of the Sn00ze; you have 1 full carrot in between the bases, more or less in the central area. The carrot is spaced about evenly between both red and blue bases. Then there are also 2 small carrots, on the edges of the level, one small carrot is beyond each base. What if the blue base had a small carrot, but red base didn't? What if one of the bases had an additional full carrot and the other still hust had a small carrot? It would create an imbalance between the red and blue bases.

Also, it's easier to see why having lots of carrots in a smaller map also doesn't make sense. Picture if Mulch had 4 full carrots, maybe on the ledges above bases, and in the dugouts below the bases. The gameplay of Mulch would become drastically altered.

For an exemplary case study, we could assess the carrots of Trigelateral. A full carrot and a small carrot are each in separate vertically oriented tubes within a centrally located large block, with the tubes leading out to oneways at the top of the block. The platform atop the oneways of the block is basically campable, so you can be punished for taking a carrot, and revert back to low health as soon as you escape the tube. Also, the carrots can be shot down from the tubes by electroblaster... and then taken from below the entrances of the tubes. So, I think that makes taking carrots in Trig alot more risky, depending on the situation -- with 1 health, taking the small carrot to get 2 health, can lead to dying where an enemy is camping above the tube exitways while spamming with powered RF. Taking full carrot with 2 health to get to 3 health can lead to you getting 1 health in a similar scenario, and can result in an easier kill for the enemy. Alternatively, there's the option to shoot the carrot down with EB, and take the carrot from below when it falls; that just also leaves you vulnerable whilst in the process of shooting carrot down.

In an imaginary unknown map, having carrots that are in clear view to the player, instead of being hidden in a secret area, makes the level alot more accessible for new players and faster to learn the map. Noone wants to play a CTF duel or teamgame in a level they are seeing for the first time, and only after the game ended to find out there was a carrot in some obscure location that was too difficult to find, or that might as well have been locked behind a coded entry lock or gate.

Also it depends on the number of players in that particular game. Playing a duel in a level with 3 full carrots just sounds excessively boring, depending on spawntimes; with quicker spawntimes for all 3 carrots, both duelists could just get full health whenever they want, and prevent any scoring whatsoever, and be practically unkillable. This kind of reminds me of dueling in BBCITY, although carrot spawntimes there aren't so quick that you can still kill in duels before any carrots will respawn, or in the space that enemy needs to traverse after taking a carrot and going to the next.


"If it's in the game, then it's in the game"
SirEmentaler
avatar

Moderator
Posts: 126
44
#4 | [q]2019-08-03 04:00
6 regular carrots with 90-second spawn times.
Ragnarok
CX
avatar
JJnet user
Posts: 162
25
#5 | [q]2019-08-03 15:12
Ok SE, here's what I suggest --

You make that level emo - I will DEFINITELY like to play it. (And TBH I think it could work)...

In addition, there are some other unique carrot schemes not explored... eg. two regular carrots next to eachother like in Sacrifice by prolific JCSer CelL of OLC!
cooba
[si]
avatar
JJnet user
Posts: 325
51
#6 | [q]2019-08-03 17:17
Tangential to the topic, but I've always thought that Carrot Farm was a totally missed opportunity to try some really radical carrot placement scheme. emo


Jazz 2 Online
http://www.jazz2online.com
ThunDer
CX
avatar
JJnet user
Posts: 32
2
#7 | [q]2019-08-04 15:44
Imo ditch carrots and use apples instead for better nutrition. emo