User:GreenSamurai/Labyrinth Mode

LABYRINTH MODE TABLE OF CONTENTS INTRODUCTION
 * Introduction
 * Board Layout
 * 1.1 Creating Rooms
 * 1.2 Creating Hallways
 * Game Features
 * 2.1 Stat Boosts
 * 2.2 Walls and Portals
 * 2.3 Armor, Black and Gray Tiles
 * 2.4 Crates
 * Jolly Roger
 * Match Play
 * Aesthetics
 * Pentagons
 * Lighting
 * Tiling

This is a team game inside a labyrinth, which is made up of rooms and hallways, which have different floors that can boost tank stats. Portals and armor allow players to travel through walls. Teams play two rounds and face off against the Jolly Roger and Dominators, to see which team can score the most points.

 BOARD LAYOUT 

CREATING ROOMS

To help layout rooms and hallways on the game board, we will be using a large square grid made up of 100 orthogonal points, 50 units apart. The grid fits on the usual size board with 470x470 light gray tiles.

Each grid point will be the center of a room. Each room has 4 room dimensions, and each dimension is assigned a value of 8, 16, or 24 units.

The "#east" dimension defines the extent of the floor, east of center; "#west" defines the extent of the floor, west of center. The third and fourth side dimensions, "#north" and "#south", well... you get the idea.

Each room is also randomly assigned one of 10 floor colors: orange, pink, purple, dark blue, yellow, red, green, light blue, white, or gray; to be the color of its tiles.

CREATING HALLWAYS

A hallway connects two rooms and uses their dimensions to define its length.

X is defined as the smallest room dimension (8, 16, or 24) of the two rooms a hallway is connecting. North-south oriented hallways use the #east and #west dimensions from the rooms; an east-west hallways use the #north and #south dimensions.

Use this value and the table below. The second column is how many of each type are available. Once they are used, the remaining hallways are assigned the "gray" hall type. The final 6 columns show how many rows of tile to put down, starting from the corner of the room with the shortest room dimension.

Before assigning the halls, 4 gray rooms and 1 non-gray room are selected. These rooms do not receive hallways and the rooms themselves are deleted. One of these is replaced by a 21 radius circle of brown tiles. Also, 10 more rooms are randomly selected and given black tiles.

Once the hallways and rooms are created, they are enclosed by walls of solid black, except for the rooms and hallways with gray tiles. The result of all this work resembles this picture.

 GAME FEATURES 

STAT BOOSTS

Boosts to stats are gained over time by staying on tiles of certain colors. If N is the number of empty cells remaining for the stat, the time it takes to gain a stat boost is 3*N seconds and the time it takes to lose a stat boost is 5*N seconds. A boosted stat is color coded white. Boosted stats improve performance the same as those improved by earning experience. When tanks spawn in a room, the stat associated with that room's tile color is filled instantly. Improving a stat permanently or entering a room of that certain color tile, resets the timer for that stat. The stat they boost and other effects of colored tiles are listed in the following table.

WALLS AND PORTALS

When a tank's ammunition hits a portion of a wall, the 2 units on either side of where it was hit change to their team's color, lasting for 2 seconds. Enemy portals work the same way and only one portal can open on a section of wall at a time. When a tank is using armor, ammunition goes through the walls and the tank can see on both sides of the wall. Normally, tanks cannot move through the walls, other than by using their team portals, and can only see things on their side of the wall; while the other side is covered by a dark gray field.



ARMOR, BLACK AND GRAY TILES

Black tiled rooms generate 10 times the normal amount of red triangles, but exclude any other shapes, and t hey have an a rmor generator at their center, which can generate one piece of armor every 60-90 seconds.

Once armor is collected,  armor pauses the boost timers and   a multi-colored timer appears in the lower right-hand corner of the screen. A 60 second countdown begins, which can only be restarted by collecting more armor. Gray tiles cause the countdown to run twice as fast. Once the timer runs out the armor is lost.

While sitting on gray tiles, permanent stat improvements are blacked out to indicate they have been deactivated. P ermanent stats restore immediately after the tank leaves the gray tiles. B oosted stats still improve tank performance; however, they  deplete twice as fast and can be calculated using a factor of 10 seconds instead of 5 seconds.



CRATES

Polygons are given a 67% chance of being a crate, which hold 33 small squares. Opening a crate requires the same number of shots, causes the same body damage, and awards the same points as a polygon.

JOLLY ROGER

The Jolly Roger is a 4 barreled turret gun mounted on a circular track which has fast Health Regeneration. It spawns on brown tiles and can be destroyed for 1300 points.

The round track and turret base both rotate at the same speed, each matching the speed of a Dominator.

The ammunition of the Jolly Roger has an unlimited range and travels 8 units per second. The ammunition breaks in two after striking a tank, tank ammunition, or wall. The half pieces are destroyed when they strike a wall.

When damaged, the Jolly Roger rotates its turret and fires a 4 round burst from all four barrels at 2 volleys per second for 4, 6, or 8 seconds. If any tank is damaged by that volley, the Jolly Roger will hold stationary and fire the main barrel (below the skull) 8 shots per second for 1 second. It then randomly selects any tank that it has damaged, so far, and continues this rate of fire while tracking that tank with the turret and track unit. If the tank is destroyed, then the Jolly Roger randomly selects another tank it has damaged. After 8 seconds of this, the Jolly Roger resets.

 MATCH PLAY 

Players are split up into 4 teams and the board is divided into 4 equal sectors. Teams spawn into rooms within their team's sector and begin scoring points for their team. When a player is eliminated, their points go into a team total which is displayed together with the current high scoring player for each team.

2 rounds are played; each round lasts 10 minutes. In the 2nd round, Dominators spawn in the center of the black rooms, replacing armor generators, and a Jolly Roger is spawned in the wasteland..

 AESTHETICS 

PENTAGONS

"Single, medium" hall types spawn a blue pentagon at the center of their white tiles.

"Single, wide" hall types spawn an alpha pentagon at the center of their white tiles.

LIGHTING

Interior rooms have 4 large lights, placed at the center of the room, spread apart at half the distance to the nearest wall. Each light is represented as large gas flames and held by an invisible frame. This fixture may move slightly when disturbed by a tank. Thee rooms also have 2 medium lights placed in each corner, represented by a wall torch, 3 units from the corner.

 White and black rooms have no room lights. G ray rooms are in an "outdoor" area and require no lighting.

Torches are placed on the walls of a hallway, 3 units from a room entrance. If the hallway is more than 20 units long, a second set is placed 10 units from a room entrance; when in a "wide" hall type, these are replaced with gas flames.

Game baddies, small squares, and triangles, do not generate light.

T he following table reviews the lights.

TILING

Along the interior edge of the walls of every room (skipping hallways) is a row of white tiles with a row of black tiles beside them. The last tile in each row is a black tile.