
What:
The original community water war! Hosted by myself and the Catskill Mountain SEALs, Downpour 2013 will be a full-featured, weekend-long war with the intentions of being as much fun as possible. This war will offer a good mix of hardcore fighting and casual (for us) yet intense fighting. We will try to allow as much fighting time as possible; my parents will bring food and supplies, so we can spend as much time at the field as possible. Night battles will be held as well. We are trying to get as many participants as possible, so if you live nearby and/or are interested and able to come, please do! Everybody is welcome, and each person will play a part in making this war worthwhile. I might be willing to hand out some free memorabilia to all participants as well. I hope to see you there!
When:
July 26th-28th
Where:
West Hurley Park (AKA "Dug Hill"), Hurley, NY [about two hours north of New York City, near the city of Kingston, which is off of Exit 19 on the NY Thruway (Interstate 87)]
As of now, camping will be at Kenneth L. Wilson State Park in Mt. Tremper, NY. This is where the night rounds will be held.
What to bring:
-Your standard and light primary(s)
-At least one XP blaster
-At least one "weird" blaster (basically something you wouldn't normally use in battle)
-Loaner blasters
-As many good-quality guests as you can
-Camping gear
-Towels, change of clothes, rain gear
-Bug spray
-Food (my parents will provide for us on Saturday and Sunday, but bring your own for Friday night)
-$25 to repay me for the camping fee
Schedule (subject to change):
Friday, July 26th:
Arrival time-nightfall - Dinner, hangout, setup, etc.
Nightfall - OHK and Zombies @ campground (other rounds to be decided on spot)
Saturday, July 27th:
8:00-9:00 - Wake up, go to Dug Hill, eat breakfast
9:00-10:30 - OHK @ Main Forest
10:40-11:00 - OHS @ Thunder Gulch (if the OHK game ends at least 20 minutes early, we'll have two rounds where the teams switch sides)
11:20-12:20 - CTF 10-flag (5 per team) @ Mirror Forest
12:25-12:55 - Lunch
13:00-13:30 - OHK @ Pines (light blasters only)
13:40-15:40 - OHS @ Mirror Forest (starts whenever the OHK round ends; end time doesn't change)
16:00-17:00 - Domination @ Lost Chasm
17:15-17:35 - OHS @ Unclimbable Rocks (XP-only)
17:45-18:00 - Team soakfest @ Dumping area (weird guns only)
18:15-19:15 - Pack up, go to Wilson campground
19:15-20:15 - Dinner, setup, etc.
20:30-21:30 - OHS @ campground
21:30-whenever - OHS switches to OHK (@ campground), end time flexible
After "whenever" - Hangout, campfire, etc.
Sunday, July 28th:
8:00-9:00 - Wake up, go to Dug Hill, eat breakfast
9:15-9:45 - Chaos OHK FFA @ Expanse
9:50-10:20 - CTF @ Thunder Gulch (light blasters only)
10:25-10:40 - HTL @ Junkyard Mound (XP-only)
10:55-11:10 - HTL @ Junkyard Mound (XP-only)
11:25-11:55 - Soak 'n' Destroy @ Junkyard
12:00-12:30 - Lunch
12:45-13:45 - OHS @ Thunder Gulch (XP-only)
14:00-14:30 - VIP @ Main trail area
14:30-15:00 - Setup for next round
15:00-18:00 - Multi-stage objective game @ Entire park
18:15-19:15 - Pack up, go to Wilson campground
19:15-20:15 - Dinner, setup, etc.
20:30-21:00 - Sideswitch game @ campground (weird blasters only)
21:15-22:00 - Manhunt @ campground
After 22:00 - Hangout, campfire, etc.
Monday, July 29th:
Possible games after all awake, to be decided on spot
End of war
Detailed Description of Games:
Friday:
Arrival time-nightfall:
Self-explanitory.
Nightfall:
OHK will be of the standard variety, starting points TBD (I will work them out when I go to the campsite on Friday night); time limit will be 20-30 minutes. Zombies will also be standard, with one starting zombie. Starting zombie must have weak blaster, and the humans must start away from each other. If a zombie is hit, they must freeze for 30 seconds, and if a human gets hit, they must also freeze for 30 seconds before becoming a zombie. Game ends when everyone becomes infected.
Saturday:
8:00-9:00:
Self-explanitory.
9:00-10:30:
Same style OHK as the first round of '11. Starting points are on trail near far west entrance (near old tires), and on trail intersection near Junkyard. Game ends when one team is eliminated, but if time limit is reached before this occurs, game will be called and decided on points.
10:40-11:00:
Continuation of the classic Thunder Gulch rounds. As stated in the schedule, if the OHK round ends at least 20 minutes early, there will be two rounds where teams switch sides. Starting/Spawn points are on each side of the gulch, as per custom. There is no respawn time; respawning is done by touching the spawn point/writing down the name of who killed you. Players cannot wander more than ~200 feet from the fighting area.
11:20-12:20:
Each team starts with 5 flags at their base. Flag locations must be made clear to each team; any attempt to hide flags by either team will result in the ejection of the offender from the game. Bases are in the center of Thunder Gulch and near the Island in Lost Chasm, with respawn points on the sides away from the fighting. Respawn time is 1 minute. Team with the most flags at the end of the match wins. Players cannot carry more than 1 flag each.
12:25-12:55:
Self-explanitory.
13:00-13:30:
Standard half-hour OHK. Teams start on the trail near the far west entrance (near tires) and in a clearing near a large fallen tree (on the opposite side of the pine forest vs. the former). Players cannot wander more than ~100 feet from the edge of the Pine Forest. As with the first OHK, if the time limit is reached before one team is elminated, the round ends and is decided by points.
13:40-15:40:
Standard long-distance OHS. Starting points are on either end of Mirror Forest; near a rock pile on the west end, and near two large trees on the east end. Respawning must be done behind your team, and away from the action (no spawn points). Respawn time is 2 minutes. If an entire team is wiped out, both teams are encouraged to spread apart and regroup.
16:00-17:00:
There are 5 capture points layed out in a linear fashion, which each team can claim. Points are, from west to east: near the banks of a small pond, small clearing at west end of the Narrows, flat section in Narrows, boulder near the middle swamp, and fallen tree in fern area. Teams start on each end; at the start of the round, each point is neutral, and must be captured. There will be a flag at each location; team possession is defined by either flag up or flag down (neutral points simply have the flag in its starting location). Points must be claimed in order; a team cannot send someone all the way around to capture points behind enemy lines. Respawning takes places at the point behind the last one captured (for example, if you've captured points up to #4, you can spawn at #3), and there is no respawn time. If a team only has one captured point, they must walk ~100 feet away from said point to respawn, for a time of 1 minute. If a team captures all points, the game goes into sudden death, and it becomes OHK for them because they have nowhere left to respawn. If the team recaptures the point, any who are eliminated may come back into the game. The winner is the team who has the most points captured, but a team can also win by capturing all points an eliminating the entire opposition.
17:15-17:35:
Standard 20-minute OHS. Starting/Spawn points are on one of the hills flanking the trail (where we fought the last round at '12), and near the concrete block in the middle of the trail leading towards the dump. No respawn time. Players are not encouraged to wander more than ~200 feet from the fighting area.
17:45-18:00:
Self-explanitory.
18:15-19:15:
Self-explanitory.
19:15-20:15:
Self-explanitory.
20:30-21:30:
Standard OHS. Starting/Spawn points TBD on spot.
21:30-whenever:
OHS simply becomes OHK with no transition. Standard rules.
After "whenever":
Self-explanitory. Bed time before 23:00 is strongly recommended.
Sunday:
8:00-9:00:
Self-explanitory.
9:15-9:45:
Similar to the round at MOAB, but a free-for-all and OHK. Players all start unarmed and at equal distances from a clearing strewn with various water weaponry. Uses standard OHK rules.
9:50-10:20:
Standard 2-flag CTF. Bases are on each side of a portion of Thunder Gulch; one in the clearing in the middle of where the trail splits, and the other in a clearing-ish area marked by an X (I made it with branches), with respawn points ~100 feet back from each. Respawn time is 1 minute. Once again, both teams must be aware of each flag's location.
10:25-10:40:
Typical HTL. Defense cannot leave mound. Spawn point for offense is down the road by the concrete blocks, with respawn time of 30 seconds.
10:55-11:10:
Same as above; side switch.
11:25-11:55:
Symmetrical SnD. Teams start on each side of the Junkyard area, on the edge of the clearing. These are also used as spawn points. Each team starts with a "bomb" that they must bring to the enemy's target, where they must plant it and activate the timer for 1 minute. Each target is placed on either end of the Junkyard area. A coin toss/rock-paper-scissors will determine which team gets which target. Bombs are disarmed if the other team deactivates the timer. The player who disarmed it may take it into the middle of the battlefield (near the rock piles), but nowhere else. Any player who's carrying the bomb must drop it if hit. Anybody can pick it up, but the opposing team cannot take it anywhere other than the center of the battlefield. Running off with an opposing team's bomb will result in ejection from the game. The first team to "blow up" (in other words, successfully protect the timer for 1 minute) their target wins. Players cannot travel more than ~200 feet from the perimeter of the Junkyard area.
12:00-12:30:
Self-explanitory.
12:45-13:45:
Standard OHS. Starting points are on each end of Thunder Gulch. No spawn points; players must simply stand away from the action behind their team's lines for 2 minutes. Players cannot wander more than ~100 feet from the top of each side.
14:00-14:30:
Each team has a VIP. While he/she is still in the game, everyone on the team has unlimited lives. The VIP only has one life, if he/she is eliminated, everyone on the team is now subject to elimination. While a team's VIP is still in play, everyone on it must respawn by standing away from the action for 1 minute. Players cannot wander more than ~300 feet from the fighting area.
14:30-15:00:
We set up obejctive points and go over everything.
15:00-18:00:
Multi-stage objective-based game. There are two teams, which will be referred to as Team 1 and Team 2. Team 1 starts either in the pavilion or the parking lot (depending on pavilion availability), and Team 2 starts in the Main Forest near the hills where the last round of '12 was held. In the first stage, Team 2 must defend an object placed on the northern hill (likely a flag or something). HTL-type rules are used here; Team 1, being the offensive team, has unlimited lives and must simply respawn back at the edge of the forest for 30 seconds. Team 2 players have only one life and must stand to the side if eliminated. Once Team 1 touches the object, the first phase is over.
In the second phase, Team 1 is assigned a VIP, who they must protect from Team 2. The VIP only has one life, but other members of the team have infinite lives, and must respawn by standing away from the action for 1 minute if hit. Team 2 must walk to Thunder Gulch to begin the second phase. Once the VIP is hit, the third phase begins.
This phase is based on Soak 'n' Destroy, where each team must go to assigned bases and protect them. Team 1's base is in the Pine Forest, and Team 2's base is in the Junkyard. Each team gets a bomb to deploy at the enemy's base. If anyone is hit, they must go back to their base and respawn for 2 minutes (respawning should be done ~200 feet from the base itself). If a bomb carrier gets hit, he/she must drop the bomb and go back to respawn. Unlike the previous SnD round, members of one team cannot pick up the opposing team's bomb. Bombs are not timed; they must simply be placed on the target area for the phase to end.
The fourth phase is similar to Domination, where each team must fight to control 5 or 6 capture points: Pine Forest, Thunder Gulch, the Junkyard, Lost Chasm, the Unclimbable Rocks, and the Pavilion (only if it's not occupied). Rules are similar to the previous Domination round, except that the points don't have to be captured in a linear fashion. Team 1 possession is defined by flag up, and Team 2 possession is defined by flag down. Respawning must be done at a captured point, roughly 100 feet away with a respawn time of 1 minute. If the point is captured by the opposition before a player finishes respawning, the player may still respawn there. If all capture points are possessed by one team, the other team is subject to elimination. The entire game ends when one team is eliminated. If said team manages to recapture a point, any eliminated players may rejoin the game after waiting for 1 minute.
18:15-19:15:
Self-explanitory.
19:15-20:15:
Self-explanitory.
20:30-21:00:
If a player is hit, he/she must respawn for 30 seconds before joining the other team. The game ends when everybody is on one team.
21:15-22:00:
Similar to Zombies. There is a hunting team and a hiding team (for lack of a better term); the former should have half the amount as the latter. The hiding team is given a 5-minute head start to go hide. If someone on the hiding team is hit, they join the hunting team. If someone on the hunting team gets hit, they have to respawn for 1 minute away from the action. The hunting team starts at a TBD location, and the hiding team can go wherever to start. Hunting team wins if everyone who's hidden gets hit, and the hiding team wins if they still have at least one player when time is up.
After 22:00:
Self-explanitory. Bedtime restrictions are no longer really necessary, since there will likely be no fighting the next day. (Though it is still recommended for those who have long drives ahead.)
Monday:
End of war. It's possible that rounds will be held (likely just OHK or OHS), but only if people can wake up early enough and aren't tired from the weekend's fighting. Any rounds would be held at Wilson campground.
Attendance:
Drenchenator
SEAL
Firebird
chief
Duxburian
CA99
scottthewaterwarrior
Total: 7
Facebook event page
Now that the Spring opener is over, it's time to start talking about this. What I would like to do is get a date early enough so I can try to reserve the pavilion at Dug Hill, that way we can spend the night there, and we won't have to worry about getting a spot at Wilson. It would also mean that we could have the night rounds at Dug Hill, and we wouldn't waste time going in between locations. However that will depend on how early we can get a date, because people tend to reserve the pavilion pretty early. So I need you guys to vote as soon as possible. If we can't do that, we'll just camp at Wilson and have the night rounds there. I don't really want to use Onteora Lake this time around, as it isn't really a good venue for our types of wars. Perhaps we can fight there someday when we get a lot of people, but not this time.
I will work on the schedule when I get the chance, but feel free to pitch in your ideas. I want to try and make the fighting as good as possible. I want most of the rounds to be like the first Thunder Gulch battles and the last round of Downpour 2012.
Let's make this the best war ever! Start by voting in the Doodle poll. DO IT.
Outdated information. If you have any questions, please post your concerns or PM me.
~SEAL