Gamerules

Welcome to Bombing Run

BombingRun is a gametype of EpicGames since Unreal Tournament 2003.
Of all the gametypes in the Unreal Universe, this is the most team oriented.

Basic rules:
A match takes 20 minutes. Red Team and Blue Team playing against each other.
Each team has a goal and in the middle of the map spawns the ball.
The winning team in the end with the most scored goalpoints, wins the match. 
Jumping trough the goal with ball in hand gives 7 points.
Throwing the ball in the goal gives 3 points.

Overtime:
If there is a draw at the end of the time, the game gets extended for 2 minutes.
After 2 minutes, there is a new check for a winner. If there is no winner, new Overtime.

Reset rules:
If the ballrunner dies, the ball stays on ground. 
If the ballrunner dies outside the map, the ball gets reset to the middle of the map. 
If no player touches the ball for 20 seconds, the ball gets reset.
If you throw the ball outside of the arena, it gets reset.
If a player scores a goal, the ball gets reset after 10 seconds.

Passing Rules:
Throwing: You can throw the ball in front of you, though you recieve a teleport penalty. This mechanic is implemented since Unreal Tournament 2004, to force the player for more passing.
Passing: If you have the ball and you put the crosshair on a teammate, you can target your teammate with right-click mouse. In this locked-state you can left-click mouse and pass the ball, which will find it's way to the teammate. Since the teammate can teleport, he can navigate the ball arround corners. This allows corner-passes.
If the ball touches an object while flying in pass, it will stop on the object.

Jumping Rules:
DoubleJump: Since the very start, bombing run had double jump. You can do your second jump after a teleport. This allows you to stand in air for 1 second and navigate the ball on heights or above enemy bodies. 
Dodge-jumping is the foundation for quick movement. The more you play, the better you get. 
If the player does a dodge and an additional jump right after that, he perfoms a dodgejump.
If the player hits a wall and does a dodge in the opposite direction, he perfoms a walljump.
Walljumps are infinite since Unreal Tournament 4, which brings a new aspect.
Sliding is possible, so far. Lets see

Weapons:
If the player touches the ball, he gets the balllauncher mandatory.
It can not be thrown or switched. 





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