Map: the Circus
Rectangular arena, 256 x 576 studs: two mirrored bases (Blue at the top, Red at the bottom) and a neutral circus-themed central zone. Other maps will have a different central zone; the cards are the same on every map.
trampolineshark pool elephant pencage fakir glasscarousel Blue tower/castleRed tower/castle dashed red lines: the little cars' lanes
Tower and castle positions are approximate; the rest comes from the map code.
How the central zone works
Clowns and little cars
Four colourful little cars, each on its own lane (two on the left, two on the right), drive back and forth and at every "beep" drop 6 clowns (up to 100 on the field). Clowns are a nuisance, not a deadly threat: they block your way, shove you (every 2.5 s), throw pies (low damage, at most one every 1.2 s per player), jump on trampolines and fall into the pool, where the sharks eat them. With no player in sight they head for the trampolines or do flips. They disappear after 45 s.
Trampolines
Scattered around the field (yellow dots). They launch you in the direction you are running; standing still you jump straight up. Use them to clear obstacles and to get high up, where tigers and panthers cannot reach you. There are none inside the cages.
Shark pool
In the middle, 76x24 studs, with a rim 4.5 studs high: you have to jump to get out of the water. Two sharks swim in circles and chase whoever falls in (players and clowns). You cross it by jumping from the trampolines at both ends (3 per side): standing still, the pad sends you to the opposite bank.
Tiger and panther cages
Four cages at the sides (two tigers, two panthers). Now and then a padlock gives way by itself, or a clown near the door opens it. The beast comes out and chases players first, and clowns only when there are no players around, then goes back in after 45 s. They are slower than a player and ignore anyone who is up high (on a trampoline, stairs or a roof). There are no lions: only tigers and panthers.
Elephants
Two pens (one per team, on the right of each base, past the pool) with 4 elephants each. Hold a gate for 2 seconds ("Open the gate") to release the herd: it charges straight at the enemy towers, tramples whatever it meets and deals 100 damage to every tower or castle it hits. After a few seconds the pen disappears and comes back after 90 s. In the future a firewall spell will be able to make the elephants change direction.
Jugglers
Two jugglers per tower defend their team: they throw knives (close) and pins or cakes (far) at enemies within 55 studs. They disappear when the tower falls.
Fakirs / glass
Two fields of broken glass (46x26) on the two sides of the centre: dangerous to cross on foot. (Zone to be reviewed: we thought about making it bigger.)
Ferris wheel, carousels, tightrope walker
Scenery with a little function: the Ferris wheel turns slowly on the left, the tightrope walker crosses the wire on the right (height 34), the horse carousels are behind the bases.
Fire rings
Removed for now: they only caused confusion.
Bases
Grass everywhere, trees behind and on the sides (46 trees, 5 bushes). Each team has 2 towers (1000 HP each, to be rescaled) and a castle (3000 HP). Team-coloured border.
What happens in a match
- Matchmaking, then 3 minutes of preparation: everyone buys 8 cards with match coins.
- The match starts, 5 vs 5; you cross the centre using cards (speed, summons, area spells) and the environment.
- At the enemy towers and castle it is player-vs-player: your class's basic attack plus cards. Casting a card stops your character for a moment.
- 10 minutes at most. You win by destroying the castle (instant victory) or by having more crowns; a tie goes to sudden death. Then comes the scoreboard.