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{{quoteSource|Each level has a ball that starts in the middle of the playing field.  Your team scores by getting the ball through the enemy team's hoop.  You score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop.  The ball can be passed to teammates, and is dropped if the player carrying it is killed.|UT2004|UT2004}}
'''Bombing Run''', or '''BR''', is a standard gametype which was introduced in [[Unreal Tournament 2003]] and continued to [[Unreal Tournament 2004]] but has been dropped as of [[Unreal Tournament 3]]. The object of the game is to deliver a ball, also known as "bomb" though it never causes a significant explosion, to your enemy's hoop to score points for your team.
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__TOC__
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'''Bombing Run''', or '''BR''', is a standard gametype which was introduced in [[Unreal Tournament 2003]] and continued to [[Unreal Tournament 2004]] but has been dropped as of [[Unreal Tournament 3]]. There's a non-team variant of it, called [[Overdose]] in [[Unreal Championship 2]].
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==Overview==
 
==Overview==
Bombing Run is played out similarly in strategy, at times, to [[Capture The Flag]] due to its two team nature and the design of it's maps. The objective of the game is to grab a ball that spawns at the beginning of each round in the center of the map, then deliver it to the opposing team's goal. Running through the goal will score your team 7 points, while shooting the ball into the goal will score your team 3 points. When you grab the ball, you are forced to wield the [[Ball Launcher]], preventing you from shooting at your opponents. This adds an element of strategy over simply carrying the flag in [[CTF]].
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The objective of the game is to grab a ball that spawns at the beginning of each round in the center of the map, then deliver it to the opposing team's goal.
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Each team starts on opposite sides and each base has a Hoop. The bomb spawns in the center of the map.
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When you grab the ball, you are forced to wield the [[Ball Launcher]], preventing you from shooting at your opponents. The Ball Launcher also drains the energy from the [[Translocator]], preventing the ball carrier from tossing the ball and translocating to move faster. This option can be disabled though.
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Once a team scores, everything, including the ball and players, are reset several seconds after a score (players respawn without losing a life and with the same inventory).
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The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players.
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==Scoring==
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To score, your team must collect the ball, and successfully run it into the other team's base. Once there, you must score by getting the ball through the goal hoop
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You can score in one of two ways:
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* Running through the goal will score your team 7 points.
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* Shooting the ball into the goal will score your team 3 points.  
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You also get these scores if you are the one who delivered the ball, plus the regular [[Deathmatch]] scores for fragging other players.
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==Strategy==
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Bombing Run is played out similarly in strategy, at times, to [[Capture The Flag]] due to its two team nature and the design of it's maps. Yet, the fact that the ball carrier can't use weapons adds some elements of strategy over simply carrying the flag in [[CTF]].
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The best Bombing Run strategy is to pass the bomb frequently. Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy. By passing the bomb to healthier players, a team is ensured a longer run. The Ball Launcher's alt-fire is very useful for this purpose because it locks on to nearby teammates for a more accurate pass. Also, support is necessary for the Carrier to make it all the way to the enemy hoop. Lots of dodging is recommended for the Carrier. Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).
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If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.
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Offensively, many players use what is called "punting" to get across maps faster, or to shoot the ball in the enemy goal for 3 points from a greater distance. To punt, you must have a [[Shock Rifle]] in your inventory, and it must be the weapon that pulls up when you launch the ball. Simply launch the ball high into the air, and, while it is sailing, shoot it with the [[Shock Rifle]]. This will give the ball a great deal of additional momentum, which can easily be seen by practicing this strategy on [[BR-Colossus]]. Although the ball gets reset fairly shortly, so excessive punting is not possible.
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<!-- The Construction and layout section should go to the UnrealEd Wiki at wiki.beyondunreal.com. -->
  
==Construction and Layout==
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==Default maps==
Each team in Bombing Run begins on opposite sides and possesses a Hoop.  The bomb spawns in the center of the map.  Maps are fairly linear and usually do not have very many routes from hoop to hoop.  Hoops themselves are usually located in such a position that anyone who jumps through the hoop will die--which is just as well, because everything, including the ball and players, are reset several seconds after a score (players respawn without losing a life).
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=== Unreal Championship ===
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* [[BR-Adrift]]
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* [[BR-Anubis]]
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* [[BR-Disclosure]]
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* [[BR-Endagra]]
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* [[BR-EyeOfJahan]]
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* [[BR-Kalendra]]
  
Short view distances are common in BR to limit the ability of enemy players to kill the Ball Carrier.  BR maps tend to have their health pickups in locations that aren't in the direct path from ball to hoop.  Other items are scattered around the map, although there are often fewer weapons available than in other gametypes and the most powerful weapons are often near the Bomb spawn.  Powerups are necessarily common.
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=== Unreal Tournament 2003 ===
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* [[BR-Anubis]]
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* [[BR-Bifrost]]
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* [[BR-Disclosure]]
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* [[BR-IceFields]]
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* [[BR-Skyline]]
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* [[BR-Slaughterhouse]]
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* [[BR-TwinTombs]]
  
==Strategies==
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==== Epic Bonus Pack ====
The best Bombing Run strategy is to pass the bomb frequently.  Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy.  By passing the bomb to healthier players, a team is ensured a longer run.  The Ball Launcher's alt-fire is very useful for this purpose because it locks on to nearby teammates for a more accurate pass.  Also, support is necessary for the Carrier to make it all the way to the enemy hoop.  Lots of dodging is recommended for the Carrier.  Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).
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* [[BR-Canyon]]
  
The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players.  If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.
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==== DE Bonus Pack ====
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* [[BR-DE-ElecFields]]
  
Offensively, many players use what is called "punting" to get across maps faster, or to shoot the ball in the enemy goal for 3 points from a greater distance. To punt, you must have a [[Shock Rifle]] in your inventory, and it must be the weapon that pulls up when you launch the ball. Simply launch the ball high into the air, and, while it is sailing, shoot it with the [[Shock Rifle]]. This will give the ball a great deal of additional momentum, which can easily be seen by practicing this strategy on [[BR-Colossus]].
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=== Unreal Tournament 2004 ===
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* [[BR-Anubis]]
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* [[BR-Bifrost]]
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* [[BR-BridgeOfFate]]
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* [[BR-Canyon]]
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* [[BR-Colossus]]
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* [[BR-DE-ElecFields]]
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* [[BR-Disclosure]]
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* [[BR-IceFields]]
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* [[BR-Serenity]]
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* [[BR-Skyline]]
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* [[BR-Slaughterhouse]]
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* [[BR-TwinTombs]]
  
==Game Description==
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==Trivia==
;UT2004
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* According to an interview, Bombing Run is pretty much Digital Extremes' work.<ref>[http://planetunreal.gamespy.com/View.php?view=Articles.Detail&id=29 PlanetUnreal's interview] to [[James Schmalz]] and [[Juan Pancho 'XceptOne' Eekels]]</ref>
''Each level has a ball that starts in the middle of the playing field. Your team scores by getting the ball through the enemy team's hoop. You score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed.''
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{{QuoteSource|Digital Extremes can be fully credited for that one! :) The initial design actually was very close to what we have today.|Juan Pancho 'XceptOne' Eekels|Juan Pancho 'XceptOne' Eekels}}
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{{QuoteSource|It came from a DE brainstorming session early on in the development. We actually prototyped a large number of different games and Bombing Run came out on top.|James Schmalz|James Schmalz}}
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* In [[Unreal Tournament 2003]] and [[Unreal Championship]], Bombing Run was probably the main new gametype developed. Due to its football style, it was one of the reasons to rename Unreal Tournament 2 to UT2003, giving it a sports feel.
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* In the UT2003 movie intro, (also watchable in UT2004) the Tournament finals were going to take place in a Bombing Run match in [[BR-Icefields]].
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* Ever wondered why Bombing Run is called as such, despite the apparent absence of a bomb? The [[Unreal Championship]] betas had a bomb instead of a ball, and the goals were just dropping places. Naturally, the player died after dropping the bomb because of the explosion it generated.
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* Bombing Run hasn't changed much during its development. The Bomb was later changed to the Ball but retained the name in the code, it still explodes when going through the Bomb Delivery, renamed to the Goal. The unused announces also suggest a different, football-like gameplay, where the Ball could be returned instead of being reset, all completed passes and interceptions were announced, last second resets were possible, players could be punished if they went out of "bounds" and the announcer announced ''Goal!'' instead of the standard ''... takes the lead!''.
  
==See Also==
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== References ==
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<references />
  
 
{{Multiplayer Gametypes}}
 
{{Multiplayer Gametypes}}

Latest revision as of 06:47, 24 January 2013

Each level has a ball that starts in the middle of the playing field. Your team scores by getting the ball through the enemy team's hoop. You score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed.

Bombing Run, or BR, is a standard gametype which was introduced in Unreal Tournament 2003 and continued to Unreal Tournament 2004 but has been dropped as of Unreal Tournament 3. There's a non-team variant of it, called Overdose in Unreal Championship 2.

Overview

The objective of the game is to grab a ball that spawns at the beginning of each round in the center of the map, then deliver it to the opposing team's goal.

Each team starts on opposite sides and each base has a Hoop. The bomb spawns in the center of the map.

When you grab the ball, you are forced to wield the Ball Launcher, preventing you from shooting at your opponents. The Ball Launcher also drains the energy from the Translocator, preventing the ball carrier from tossing the ball and translocating to move faster. This option can be disabled though.

Once a team scores, everything, including the ball and players, are reset several seconds after a score (players respawn without losing a life and with the same inventory).

The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players.

Scoring

To score, your team must collect the ball, and successfully run it into the other team's base. Once there, you must score by getting the ball through the goal hoop

You can score in one of two ways:

  • Running through the goal will score your team 7 points.
  • Shooting the ball into the goal will score your team 3 points.

You also get these scores if you are the one who delivered the ball, plus the regular Deathmatch scores for fragging other players.

Strategy

Bombing Run is played out similarly in strategy, at times, to Capture The Flag due to its two team nature and the design of it's maps. Yet, the fact that the ball carrier can't use weapons adds some elements of strategy over simply carrying the flag in CTF.

The best Bombing Run strategy is to pass the bomb frequently. Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy. By passing the bomb to healthier players, a team is ensured a longer run. The Ball Launcher's alt-fire is very useful for this purpose because it locks on to nearby teammates for a more accurate pass. Also, support is necessary for the Carrier to make it all the way to the enemy hoop. Lots of dodging is recommended for the Carrier. Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).

If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.

Offensively, many players use what is called "punting" to get across maps faster, or to shoot the ball in the enemy goal for 3 points from a greater distance. To punt, you must have a Shock Rifle in your inventory, and it must be the weapon that pulls up when you launch the ball. Simply launch the ball high into the air, and, while it is sailing, shoot it with the Shock Rifle. This will give the ball a great deal of additional momentum, which can easily be seen by practicing this strategy on BR-Colossus. Although the ball gets reset fairly shortly, so excessive punting is not possible.

Default maps

Unreal Championship

Unreal Tournament 2003

Epic Bonus Pack

DE Bonus Pack

Unreal Tournament 2004

Trivia

  • According to an interview, Bombing Run is pretty much Digital Extremes' work.[1]
Digital Extremes can be fully credited for that one! :) The initial design actually was very close to what we have today.
It came from a DE brainstorming session early on in the development. We actually prototyped a large number of different games and Bombing Run came out on top.
  • In Unreal Tournament 2003 and Unreal Championship, Bombing Run was probably the main new gametype developed. Due to its football style, it was one of the reasons to rename Unreal Tournament 2 to UT2003, giving it a sports feel.
  • In the UT2003 movie intro, (also watchable in UT2004) the Tournament finals were going to take place in a Bombing Run match in BR-Icefields.
  • Ever wondered why Bombing Run is called as such, despite the apparent absence of a bomb? The Unreal Championship betas had a bomb instead of a ball, and the goals were just dropping places. Naturally, the player died after dropping the bomb because of the explosion it generated.
  • Bombing Run hasn't changed much during its development. The Bomb was later changed to the Ball but retained the name in the code, it still explodes when going through the Bomb Delivery, renamed to the Goal. The unused announces also suggest a different, football-like gameplay, where the Ball could be returned instead of being reset, all completed passes and interceptions were announced, last second resets were possible, players could be punished if they went out of "bounds" and the announcer announced Goal! instead of the standard ... takes the lead!.

References