
Bombardment 2021 (c) by Jeff Martin
jm@islandalien.com
islandalien.com/unreal

A minor remake of the original Bombardment from April of 2001, based on the grade school game otherwise known as "dodge ball" where players line up on opposite sides of the gym and hurl inflatable rubber balls at each other.

If you get hit by a ball, you're out.

If you CATCH the ball, the thrower is out.

Keep playing until only 1 player remains.

That's Bombardment.

Simple brainless fun on a snowy below zero afternoon at Sunset elementary school.

Ken Vandiggelan, Ken Kartchure and Tom Foley always won.

As a slight update to his map, the front of each fort is lined with a series of parapets, (stone blocks) that after sustaining enough damage will eventually disintegrate, just like in Space Invaders.

Try to destroy the other team's parapets leaving them even more vulnerable to attack.

No health pickups of any kind. This is a battle of attrition soldier!

Again, due to UT's programming, PlayerStarts do not always respawn the correct Team Colors unless in Assault or CTF mode. Feel free to tweak accordingly.

Aside from the Razor Jack/Ripper (which is perfect for flushing out players in between the rear columns), all pickups are trajectory based weapons only. Meaning you have to "lob" your projectiles at the enemy. Just like the real game.

Don't get too cocky hiding behind the rear columns, you can still get hit with splash damage.

Suggested snacking:  Warm bologna or peanut butter and jelly sandwiches, washed down with red Hawaiian Punch in a 3 ounce paper Dixie cup.

Thanks for playing J's maps and Happy Anniversary Unreal.

--Jeff



NOTE: "CTF-Bombardment 2021 b.unr", changed the stairs to ramps to make it easier for bots to reach the flags. Also added a Lava Zone to the bottom of the pit because for some reason the bots were surviving the 30 story plummet to the floor and were unable to respawn back in the game. Removed all ammo pickups and moved weapons to the rear of the building because the Bots were getting confused and got stuck in a loop at locations with too many path options. Now everything is nice and simple for them and they perform flawlessly.





