# Created by xp-mapedit on Thu Mar 31 18:08:04 2011 # Last modified: -> See/update `mapname' option below. # If you make changes, then also add your name/handle there. # # Tutti Frutti (difficult treasures) -- An evolution of the `sym' map. # Features 4 players per team instead of 2. It is intended to provide # robots in each team and unlimited lives. Like this, players never have # to wait for a next round. # # 4 teams; 4 players and 1 ball for each team. # A completely symmetrical map (if I didn't make a mistake). # Features wormholes and friction blocks. # There are seperate stores which contain item concentrators. # Perhaps this attracts some item fans to the map too. However, # it takes time to get to the items and in the meantime someone might # steal your ball. So watch out! # # Actually the map seems to be quite (over-)crowded with 4 players/robots per # team. Against robots I think this is fine (still relalively easy). # But if several humans join in, it might be better to revert to the setting # of the original `sym' map, with only 2 players per team. The big center area # of the map could be used more often then. Currently it is so crowded and # dangerous and thus usually avoided. # I'd prefer to play this map with humans. The robots were just added because # of the absence of players. # # Have fun! -- KAT # # PS: If you edit the map with xp-mapedit, watch that it does not insert # `minelife : 0' or `missilelife : 0'. These options cause XPilot-NG to # detonate mines/missiles at once, making them unusable. # xp-mapedit also inserts a second `limitedlives' option on each save (bug). # So remove one instance with some text editor afterwards. # # Other changes: # Added "escape wormholes" to the item concentrator locations so players # can't get trapped so easily [Vincent]. # # 2016-09-20: Added diagonal wall blocks behind the treasures to have more # bounce options. # # 2016-12-23: After long experiments, I finally found how to make some items # from killed ships to remain (so that one can harvest them). I reverted to # the default values for `maxitemdensity', `itemprobmult' and the individual # item probabilities and then modified these appropriately. Apparently the values # I used in the original Tutti Frutti map resulted in no items remaining. # # 2016-12-24: Minor cleanups of options and comments. # Changed `minesonradar' to `no', to declutter the view. Mines are not too # dangerous, since neither clusters nor nukes are allowed here. # # 2017-01-13: Added options for playing with point-source gravity. Gravity is still # disabled (0) by default. Set it to a higher or lower value to have fun with # gravity. # From a GNU bash-like shell, with the `awk' utility installed, one can start # the server with a random gravity between -g and +g with the following option: # -gravity $(awk 'BEGIN {g=1; print rand()*g*2-g}') # And yes, ball handling with a high (absolute) gravity is challenging. I suggest # you fetch some extra afterburners then. # Added missing base-attractors ($), so that the orientation of all bases is correct, # when gravity is != 0. # # 2017-01-18: Increased `objectwallbouncelifefactor', so that items from destroyed ships # remain longer on the map. ### xpilot-ng-options: # xpilot-ng game speed depends on the `gamespeed' option, not on `framespersecond' gamespeed: 12.5 # If you use this map on a server whose game speed depends on `framespersecond' # (like 4.5.4), then you'll want to reduce `framespersecond' to something like `13'. framespersecond : 50 fastaim : Yes ngcontrols : Yes ### other options: shotHitFuelDrainUsesKineticEnergy : no limitedlives : no mapwidth : 99 mapheight : 99 mapname : Tutti Frutti - difficult (2017-01-18) mapauthor : KAT (some ideas by Vincent) worldlives : 3 selfimmunity : no gravity : 0 gravityPointSource : yes # Its layout makes this map suitable for gravity from a point-source (if one wants to experiment/play with gravity != 0). gravityPoint : 0,0 coriolis : 0 friction : 0.0 blockfriction : 0.9 shotmass : 0.1 shotspeed : 21.0 shotlife : 60 maxplayershots : 12 firerepeatrate : 2 keepshots : no edgewrap : yes extraborder : no turnthrust : no robotstalk : no robotsleave : no robotleavelife : 50 robotleavescore : -90 robotleaveratio : -5 robotteam : 0 restrictrobots : no reserverobotteam : no minrobots : -1 maxrobots : -1 robotrealname : robot robothostname : xpilot.org shotswallbounce : no ballswallbounce : yes mineswallbounce : no itemswallbounce : yes # keep items from a killed ship bouncing around for a little while, so that one has a chance to collect some of them missileswallbounce : no sparkswallbounce : yes debriswallbounce : no asteroidswallbounce : yes wreckagecollisionmaykill : no tankrealname : tank tankhostname : tanks.org maxobjectwallbouncespeed : 40 maxshieldedwallbouncespeed : 100 maxunshieldedwallbouncespeed : 90 maxshieldedplayerwallbounceangle : 180 maxunshieldedplayerwallbounceangle : 180 playerwallbouncebrakefactor : 0.5 objectwallbouncebrakefactor : 0.95 objectwallbouncelifefactor : 0.8 wallbouncefueldrainmult : 0.0 wallbouncedestroyitemprob : 0.0 loseitemdestroys : yes # `yes', so that one can easily drop unwanted items, like rearshots. limitedvisibility : no minvisibilitydistance : 0.0 maxvisibilitydistance : 0.0 wormholevisible : yes itemconcentratorvisible : no blockfrictionvisible : yes wormtime : 0 playerstartsshielded : yes shieldeditempickup : no shieldedmining : no allowalliances : yes announcealliances : no targetkillteam : yes targetteamcollision : no targetsync : no targetdeadtime : 60 treasurekillteam : no treasurecollisiondestroys : yes treasurecollisionmaykill : no ballconnectorlength : 120 maxballconnectorratio : 0.30 ballconnectordamping : 2.0 ballconnectorspringconstant : 1500.0 connectorisstring : no ballcollisions : no ballsparkcollisions : no ballmass : 50.0 playersonradar : yes missilesonradar : yes minesonradar : no nukesonradar : yes treasuresonradar : no teamplay : yes teamassign : yes teamimmunity : yes teamcannons : no teamfuel : no capturetheflag : no cloakedexhaust : yes cloakedshield : yes cannonsuseitems : no cannonsdefend : yes cannonsmartness : 1 cannondeadtime : 72 cannonflak : yes identifymines : yes maxminesperpack : 2 minefusetime : 420 baseminerange : 0 mineshotdetonatedistance : 0 roguemineprob : 0.02 nukeminmines : 3 minminespeed : 0 nukeclusterdamage : 1.0 ecmsreprogramrobots : yes ecmsreprogrammines : yes distinguishmissiles : yes maxmissilesperpack : 1 rogueheatprob : 0.01 nukeminsmarts : 3 asteroidcollisionmaykill : yes asteroidsonradar : no maxasteroiddensity : 0 asteroidconcentratorvisible : yes asteroidconcentratorradius : 10 asteroidmaxitems : 0 allowshipshapes : yes allowsmartmissiles : yes allowheatseekers : yes allowtorpedoes : yes allowplayercrashes : yes allowplayerbounces : no allowplayerkilling : yes allowshields : no allownukes : no allowclusters : no allowmodifiers : yes allowlasermodifiers : yes laserisstungun : no maxroundtime : 0 gameduration : 0.0 rounddelay : 0 roundstoplay : 0 reset : yes resetonhuman : 1 maxpausetime : 1800 checkpointradius : 6.0 racelaps : 3 ballrace : no ballraceconnected : no itemconcentratorradius : 3 usewreckage : yes lockotherteam : yes allowviewing : yes initialfuel : 700 initialtanks : 0 initialecms : 0 initialmines : 0 initialmissiles : 0 initialcloaks : 0 initialsensors : 0 initialwideangles : 0 initialrearshots : 0 initialafterburners : 2 initialtransporters : 0 initialdeflectors : 0 initialphasings : 0 initialhyperjumps : 0 initialemergencythrusts : 0 initiallasers : 0 initialtractorbeams : 0 initialautopilots : 0 initialemergencyshields : 0 initialmirrors : 0 initialarmor : 0 maxfuel : 10000 maxtanks : 8 maxecms : 10 maxmines : 10 maxmissiles : 10 maxcloaks : 10 maxsensors : 10 maxwideangles : 10 maxrearshots : 10 maxafterburners : 10 maxtransporters : 10 maxdeflectors : 10 # We could perhaps set a limit of e.g. 3 deflectors, because the deflector is very (too) powerful (on xpilot ng), making you almost bulletproof. maxphasings : 10 maxhyperjumps : 10 maxemergencythrusts : 10 maxlasers : 5 maxtractorbeams : 4 maxautopilots : 10 maxemergencyshields : 10 maxmirrors : 10 maxarmor : 10 maxoffensiveitems : 100 maxdefensiveitems : 100 maxitemdensity : 0.000346021 # xpilot-ng default value (0.000346021) itemenergypackprob : 8e-09 itemtankprob : 5e-09 itemecmprob : 5e-09 itemmineprob : 8e-09 itemmissileprob : 5e-09 itemcloakprob : 1e-09 itemsensorprob : 7e-09 itemwideangleprob : 1e-09 itemrearshotprob : 0.1e-09 # low prob. May be useful with keyboard steering. With mouse steering it is more dangerous for oneself. itemafterburnerprob : 6e-09 itemtransporterprob : 4e-09 itemlaserprob : 7e-09 itememergencythrustprob : 2e-09 itemtractorbeamprob : 7e-09 itemautopilotprob : 0 # I don't see any need for this item itememergencyshieldprob : 6e-09 itemdeflectorprob : 0.5e-09 # low prob. Deflector is too powerful, especially on ng at 50 fps (I think that's a bug in ng, where the deflector seems to be fps dependend, while it should depend only on gamespeed.) itemhyperjumpprob : 0.8e-09 itemphasingprob : 0 # no phasing, would be too powerful (easy cashing of balls) itemmirrorprob : 0.8e-09 itemarmorprob : 1e-09 movingitemprob : 0 # no moving items, so that they remain at the concentrators dropitemonkillprob : 0.5 detonateitemonkillprob : 0.5 destroyitemincollisionprob : 0 itemconcentratorprob : 1.0 itemprobmult : 1.0 cannonitemprobmult : 1.0 randomitemprob : 0.0 asteroidprob : 5e-7 asteroidconcentratorprob : 1.0 asteroiditemprob : 0.0 shotkillscoremult : 1.0 torpedokillscoremult : 1.0 smartkillscoremult : 1.0 heatkillscoremult : 1.0 clusterkillscoremult : 1.0 laserkillscoremult : 1.0 tankkillscoremult : 0.44 runoverkillscoremult : 0.33 ballkillscoremult : 1.0 explosionkillscoremult : 0.33 shovekillscoremult : 0.5 crashscoremult : 0.33 minescoremult : 0.17 tankscoredecrement : 500 asteroidpoints : 1.0 asteroidmaxscore : 100.0 cannonpoints : 1.0 cannonmaxscore : 100.0 teamsharescore : no mapData: \multiline: EndOfMapdata #xxxxxxxxxxxxxxxxxxxxxxzxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxzxxxxxxxxxxxxxxxxxxxxxx# xs axs axs ax x xw qx x x xxw qxx x x $1#xxw qxx#2$ x x ax xxxxw qxxxx xs x x w*a axxxs qw qw axxxs s*q x x xw qxx xxw qx x x qxxx xxxw x x qxxxs axxxw x x qxxxx xxxxw x x qx##xs ax##xw x x qxs axw x x qxs qw qw axw x x qxs xs ax axw x x qxs qx xw axw x x qxs xs ax axw x x (xxxx qxs qx xw axw xxxx( x x xxxxs qxs xs ax axw axxxx x x xxxs qxs x x axw axxx x x xxs qxs qx xw axw axx x x xs xx xs ax xx ax x x axw % qx xw % qxs x z $ ax xs ax xs $ z xw 1 xw x x qx 2 qx xxxx#xw ax qx xw xs qx#xxxx xsaxxxx xw xs ax qx xxxxsax x axxx ax(qx xw(xs xxxs x x axx qxw xxxs axxx qxw xxs x x as qxxxw ax#4$ $3#xs qxxxw as x x qxs axxw as as qxxs axw x x qxs axxw qxxs axw x x qxs axxw qxxs axw x x qxs % (xxw qxx( % axw x x qxs qx#s a#xw axw x x qxs qxxs2 1axxw axw x x qxs qxxxs $ $ axxxw axw x x qxs qxxs axxw axw x x qxs qxxxs axxxw axw x x qx# qxxs axxw #xw x x qxx# qxxs axxw #xxw x x qxxxx as as xxxxw x x qxxxxs axxxxw x x axxs axxs x ) x qxxw qxxw x x axxxxw qxxxxs x x axxxx qw qw xxxxs x x axx# axxw qxxs #xxs x x ax# axxw qxxs #xs x x axw axxxw qxxxs qxs x x axw axxw qxxs qxs x x axw axxxw $ $ qxxxs qxs x x axw axxw3 4qxxs qxs x x axw ax#w q#xs qxs x x axw % (xxs axx( % qxs x x axw qxxs axxw qxs x x axw qxxs axxw qxs x x axw qxxs qw qw axxw qxs x x qw axxxs qx#1$ $2#xw axxxs qw x x qxx axs xxxw qxxx axs xxw x x qxxx qx(ax xs(xw xxxw x xwqxxxx xs xw qx ax xxxxwqx xxxx#xs qx ax xs xw ax#xxxx xs 4 xs x x ax 3 ax z $ qx xw qx xw $ z x qxs % ax xs % axw x x xw xx xw qx xx qx x x xxw axw ax xs qxs qxx x x xxxw axw x x qxs qxxx x x xxxxw axw xw qx qxs qxxxx x x (xxxx axw ax xs qxs xxxx( x x axw xw qx qxs x x axw ax xs qxs x x axw xw qx qxs x x axw as as qxs x x axw qxs x x ax##xw qx##xs x x axxxx xxxxs x x axxxw qxxxs x x axxx xxxs x x xs axx xxs ax x x s*q qxxxw as as qxxxw w*a x x qx xxxxs axxxx xw x x $4#xxs axx#3$ x x xxs axx x x xs ax x xw qxw qxw qx #xxxxxxxxxxxxxxxxxxxxxxzxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxzxxxxxxxxxxxxxxxxxxxxxx# EndOfMapdata