HBWW so far...

Discussion of past, present, and future water war events.
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HBWW
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HBWW so far...

Post by HBWW » Sun Jul 15, 2012 11:12 pm

This report covers the two events I've had so far this summer, both of which were private and slightly less official than the usual HBWW stuff.

Report can be read at HBWW but will be reposted here along with currently WWn-exclusive photos of the first event. (I say that because I'm too damn lazy to put them onto HBWW directly, so here they are, exclusive to WWn.)


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This is a combined report of two private events that went on earlier this summer. The first one took place up north on the weekend of June 2nd, and the second took place on July 1st. Both games were 2v2, with the first event consisting of soakfest and a single-sided assault game, while the second event consisted entirely of elimination.

Trip Up North

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Objects on the map are colored according to actual appearance. Object borders’ thickness are based on object color and the object’s significance. Transparent green represents wooded area that leads to the edge of the playing area.

The games were quite short. Most of the gameplay took place in the backyard of the cottage, and partially to the lower part of the building all the way to the deck. Most of the time playing (not preparing) was spent to the soakfest. Everything was used, from stream machines to CPS’s and even water balloons. The lake made for a great, fast, clean, and reliable refilling source. A faucet was also present in the L-shaped inset of the house (at the lower-right corner of the building) near a tree (marked by the brown circle with green outline shown) Unfortunately, some vintage CPS’s were submerged in the lake to fill from it, which has probably accelerated the process of rusting on the metal parts inside. In any case, lots of good photos were captured during this game.

After that, we went with the assault game. The objective was for the attackers to grab a cup of water sitting on the dock and pour it out to the lake. (Originally, the cup was placed inland but was then moved from a later decision.) Lives were infinite, but since I didn’t want spawning to be too constricted, I made the mistake of making less strict spawning rules. (Specifically, attackers and defenders each had a valid spawn zone, where they could go back into play instantly as long as they were in the spawn zone and out of shooting range of any opponent. The rules were revised after the round ended, and we switched sides. However, we didn’t get to switch back and play again.

Overall, the playing area worked in its ways, albeit a lot of action was constrained into open area shootouts. The dock made for a dynamic, exciting, and slightly more dangerous playing area, and offered no way of dodging or retreat.

The Dinner Party

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As with before, objects are colored by appearance. In addition, lightened and darkened areas indicate higher and lower elevation levels, respectively. This playing area had much more dynamic terrain than the previously shown map, which had considerable effects on gameplay. The shown map doesn’t do justice very well to the height dynamics, but give a rough idea of it. Heights varied to the point where large range advantage/disadvantage zones were created. For example, by standing on the deck in the backyard, one can fire streams that reach all the way to the left wall/edge of the house. The circular mulched area (to the upper-left corner of the house) contained some vegetation and made a great ambush spot.

The group for this game was quite different than before. At first, we did sidearms only, which involved two WW Hornets, a Max-D 2000, and two Max-D 3000′s. Later on however, one player of each team carried a CPS and optional sidearms. The CPS’s were too heavy for the other player of each team to use them since they were small kids.

Refilling was very restrictive during the games since the only option was to use a very leaky faucet with no proper nozzle. Eventually, one of the players went inside, got scissors, and cut up a .5L bottle to make a funnel for it, which greatly speeded up the refilling process. I also went inside to get screwdrivers in an attempt to fix a leaky 2500 nozzle selected, but never managed to make it work quite right.

We played many rounds of elimination throughout the day (probably at least 10 rounds), switching sides where one team would start at the left side of the house and the other at the right. I myself did not play very well until later on. A common scenario is where one team would stay at the lower-left corner of the house and the other team would take a high position on the deck, able to easily hit anyone who got too close to it. However, this didn’t happen all the time though, as a lot of action also took place at the front of the house. At one point, I got ambushed from the circular mulched area (upper-left hand corner of the house) after the game started becoming a matter of knowing where people were and making fast moves accordingly more than shooting and dodging in the open. I did manage to get an easy kill or two at the front of the house from using the cars as cover, but that didn’t last long due to how easy it was to see players through the cars.

It was not uncommon for me to camp for long periods of time later on, and then end up running halfway around the house to try to prepare a move, be it a surprise or ambush. It was the best chance everyone had to make hits, along with ensuring that their teammate knows what to do. At one point, the opposing team was on the deck, maintaining control of the area and holding back my teammate. I managed to be able to use this opportunity to sprint all the way around the house to the right side of the deck and eliminate both players before they could react, although I almost misssed due to the short range of the 4100′s drilled-out riot blast I used.

Overall, it was an interesting game that required adaptivity to the unique terrain as well as finding and taking advantages of weaknesses in opponents’ thinking.


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WWn-exclusive (as of now) photos:
(Hosting courtesy of Facebook of course!)

HBWW rollin' in style.
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Don't mess with this guy!
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Back off!
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Open backyard stream exchange.
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:cps2000:
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In the crossfire.
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Like a boss.
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Boom headshot!
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I'm horrible at aiming lol.
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More 2000 ownage.
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Out on the dock.
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Run for it!
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Post-headshot?
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Cold water it was.
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The heavy rain in the past few days still wasn't enough to cause a Flash Flood.
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The whole point of getting a Flash Flood.
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Hey, a fishy!
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I shoot fishy!
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Making CPS 2000 internals rust faster.
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Photo cred: Guy to the left. (He also played during the 2v2 game afterwards. All photos here were of soakfest before the game.
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P.S. Who likes the "new" map drawing style? I probably ought to make some scenarios/quizzes with those despite the insistence I usually have with using 3D games to do that lol.
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Re: HBWW so far...

Post by marauder » Mon Jul 16, 2012 9:01 am

That looks pretty sweet dude. I love the maps and the pictures. What program are you using for your maps? What kind of camera do you have?
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Re: HBWW so far...

Post by SEAL » Mon Jul 16, 2012 5:37 pm

That was awesome. Your camera takes even better pictures than mine, haha. I also would like to know what kind it is, and how much it costs (I'll probably end up getting a Gopro either way, though.). You really need to make it to a community war sometime, man.

When I have time, I'll take this to the judging panel (or M4 could do it if I don't.).
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Re: HBWW so far...

Post by HBWW » Mon Jul 16, 2012 6:22 pm

Camera: My friend took all the photos, not me. (See caption to last photo.) The camera's a DSLR with 12 megapixels or so and can take some insanely high detailed, well focused photos. Not exactly sure what kind of DSLR and lens he's using though. Of course, he also used a specialized underwater case, which he took several underwater pics with too during the trip.

Maps: I made the maps in Adobe Fireworks, which I use for most HBWW art. I've been messing around with Illustrator lately though (iSoaker's preferred tool) and that could be what I use in the future. It's a pitty that I can't manage to get these images into .SVG format properly right now. SVG's are the future and is a great format for this sort of thing, allowing zoom-ins without quality loss.

Camerawise, I was hoping to get a proper lifeproof-like case for the Samsung Galaxy SIII I got recently, but I may just end up getting a ruggedized case and screen protector, and using a cheap, general purpose (compatible w/ multiple phones, since that's the only option that seems to be available right now.) underwater case. I'll go for a GoPro later, which will be useful for any wargame and for recording POV's on roller coasters. =p I hope to have one by next year given I can make it to the community wars.

Most likely I will try to mount a GoPro as close to the eyes as possible. Not sure if its ruggedized enough to handle paintball/airsoft/high-end Nerf (although people use it to record actual combat/war footage, so go figure), though I'll definitely be using it for other games.
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HBWW
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Re: HBWW so far...

Post by HBWW » Fri Jul 20, 2012 9:36 pm

Update: The maps are now available in high-resolution .svg format! Go back to the HBWW page and the links will appear there.

However, .svg uploads aren't allowed on here. Can someone fix that? From now on I plan to be uploading high-res vector imagery when possible and this format is pretty nice. (Albeit a bit lacking so far. For some reason it has to rasterize all transparency, although that's not as much of an issue for blurry/gradient areas.)
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