Gameplay Multiwinia
two multiwinia tribes battling in king of hill game-mode
occupy key tactical zones around map score points.
on each map there fixed number of scoring zones - standard sized two-player map there 4 zones. each team can score points occupying these zones multiwinians - scoring 1 point per second every zone under control.
scoring zones become areas of heavy fighting, , occupied several teams @ once, in intense combat. in case, team largest share of zone scoring points, , shown rendering scoring zone pie chart , showing team colours occupying zone , relative percentages.
capture statue
multiwinians must lift giant stone statues appear in statue zone, , carry them safely base score points.
large numbers of multiwinians required lift heavy statues, , move slowly. if multiwinians carrying statue killed, dropped , remains until more multiwinians pick up. if dropped heavily (e.g. on edge of steep hill) statue shatters, , re-appears randomly in 1 of statue zones.
each team has base near start point, must lift statue score point. winner team has carried number of statues base.
rocket riot
each team has giant rocket @ start point, , in order win must refuel , occupy rocket, , perform successful launch.
each team must complete several stages in order launch rocket. first must refueled, , occupied 100 multiwinian astronauts. once occupied launch countdown begins , upon completion rocket launches. team first launches rocket wins game.
fuel rocket generated several fuel pumps, located around map. these fuel pumps key winning rocket riot - team must occupy , control solar panels work fuel pumps, in order divert fuel rocket.
at point during these phases, rocket extremely vulnerable explosions. if rocket attacked enemy team explode, burning fuel , multiwinians inside, , resetting rocket starting point.
blitzkrieg
each team tries capture enemy s flag while defending own.
each team starts flag. number of other flags spread across map, , in order win game, team must capture flags link own flag opponents flags. when team loses flag, eliminated game - last team standing (the 1 has kept hold of flag until end of game) wins. each team s flag protected, , each team receives regular reinforcements of multiwinians throughout match.
assault
one team must defend weapon of mass destruction (wmd) explode within defined time period, whilst other team must attack , destroy wmd before time period elapse. play switches around , attacker becomes defender , vice versa. winner team attacks in quickest time.
the attacking team receives constant flow of reinforcements whilst defending team heavily armed turrets, has limited force. attacking team must build force , attack in waves capture machine gun turrets, pillboxes , sabotage 3 control stations connected bomb. constant reinforcements provided attacking team ensure break through - challenge defending team hold off long possible.
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