Try not to puke
This one is a workout. aka Push the Payload.
Take a standard speedball field. On one team's side at the 30 in the middle there's a differently colored aztec or small temple.
Two teams of 4.
Make sure there are clear corner markers and a clear startgate that's tall and can be used for cover.
When shot, you respawn by running around one of your own back corners, across to your other corner, then back to your startgate. Wipe yourself down (or sub out) while in cover, then rejoin the fight. Or: wait for teammates to show up and then all breakout at once. Your call.
Your goal: push the payload, which is the aztec. You need to get it past the 50 to score one point, to the opposition 40 for two points, and to the opposition 30 for three points and a "delivery", ending the point. Then there's a break between points and now the other team goes on offense and tries to push it the other way.
A match would be two five minute push attempts per team, for a total 20 minutes game time with a five minute halftime and two minutes at the quarters. First possession is decided by a 2v2 elimination game before each half, worth 1 point (no payload, 2 minute limit). A tie is broken by a 2v2 at the end. So a full match would never take longer than 35 minutes start to finish.
Paint limit: hopper + 2, no topups when you're shot. If subbing out, the incoming player is limited to hopperball only. Or: unlimited paint, magfed only.
Notes:
The "pro" bit for when it blows up: filming
Clear offense and defense teams makes it easy to film - instead of filming from one side, relocate your primary cameras to the offense end. Your 180 line moves to the 50 across field rather than along it. Everything is now filmed primarily over the shoulders (whether zoomed in or out or from above) of the attacking team. Dorito side? No problem. It's much easier to follow and watch in general. You'd have a couple cameras downfield mostly to get player reactions. Slice it up with guncams, and cut to defense guncams for replays.
Take a standard speedball field. On one team's side at the 30 in the middle there's a differently colored aztec or small temple.
Two teams of 4.
Make sure there are clear corner markers and a clear startgate that's tall and can be used for cover.
When shot, you respawn by running around one of your own back corners, across to your other corner, then back to your startgate. Wipe yourself down (or sub out) while in cover, then rejoin the fight. Or: wait for teammates to show up and then all breakout at once. Your call.
Your goal: push the payload, which is the aztec. You need to get it past the 50 to score one point, to the opposition 40 for two points, and to the opposition 30 for three points and a "delivery", ending the point. Then there's a break between points and now the other team goes on offense and tries to push it the other way.
A match would be two five minute push attempts per team, for a total 20 minutes game time with a five minute halftime and two minutes at the quarters. First possession is decided by a 2v2 elimination game before each half, worth 1 point (no payload, 2 minute limit). A tie is broken by a 2v2 at the end. So a full match would never take longer than 35 minutes start to finish.
Paint limit: hopper + 2, no topups when you're shot. If subbing out, the incoming player is limited to hopperball only. Or: unlimited paint, magfed only.
Notes:
- A bigger bunker will be easier to push as it provides more cover. Try different ones.
- You'll need a clear lane up the middle for the payload to move in, and some way to mark the field so you can see how far it's moved. Bunkers you push past could be used for this.
- The defending team is not allowed to push the payload the opposite direction. This could get dangerous if it's allowed.
- This will be very athletic. Time spent running to respawn is time you don't want to waste. Speed matters. Try not to puke.
- Tuning: If things get too fast moving, make the payload smaller, field sparser, maybe make it 5v5 instead. Do the opposite if it's too hard and you get stalemates. Consider making the respawn run easier (just one corner then base).
- The field doesn't have to be mirrored. Teams always push from the same end, so design it how you want.
Penalties
- If it's a minor, the player is called out but must run across the backline an extra time. So, corner, corner, corner, startgate.
- If it's a major, the player is out for the rest of that point, and must start the next point with a startgate - corner - corner - startgate run. As though they've been shot off the break, essentially.
The "pro" bit for when it blows up: filming
Clear offense and defense teams makes it easy to film - instead of filming from one side, relocate your primary cameras to the offense end. Your 180 line moves to the 50 across field rather than along it. Everything is now filmed primarily over the shoulders (whether zoomed in or out or from above) of the attacking team. Dorito side? No problem. It's much easier to follow and watch in general. You'd have a couple cameras downfield mostly to get player reactions. Slice it up with guncams, and cut to defense guncams for replays.
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