Ahhhhhhh Wushu... it is and will always be my favorite mod, the freedom and possibilities are just endless. The only viable reproach I've read over the years on the forums is that it's way to easy to run from your opponent in a game played "for the win", and I do agree.
I've been hoping for a "first players to X points wins" -as Odlov suggested on the top of this page- for years, that would totally kill running since players would be forced to engage the fight to score and reach the goal.
But for now we don't have that feature, so it's up to us to shape the rules and meta-game of wushu to make running more difficult and turn the mod into something that's more "competition friendly". With that perspective, I recently made a mod called
wushu_2015.tbm, featuring a dojo and a better distribution of points on the Toris.
Adding a dojo is something that has been controversial inside the wushu community ; some people think it removes some of the "freedom" that defines wushu. I personnaly think it's a mandatory evolution if we ever want to see Wushu played more often in events and competition.
Why ?
It keeps people from running in a straight line, and makes running more dangerous as getting closer from the edge of the dojo gives the possibility to your opponent to push you out more easily. Players tend to percieve space differently with the dojo, trying to stay in the center to avoid uncomfortable positions, which generally tends to give some more "action packed" fights with more encounters/hits than what we can see in wushu without dojo.
It also requires the players to be more subtle to deal with the light gravity : pushing too hard on a comeback or hitting with mindless force and no good rooting might send you out, it puts an emphasis on the control needed to play the mod, when those bad mistakes just went unpunished without dojo.
Now the points... I've been witnessing some pretty random and weird stuff when it comes to scoring points in wushu (wrist glitch, ultra high damage limb hits and such...), so I tried to fix it the hard way. I've modified the distribution of points to emphasise the need to aim certain parts of the body to score a meaningful amount of points and lowered the damage inflicted to limbs and extremities by A LOT.
See that picture.
Players need to aim for the central line and its extremities to score high, they can also use their limbs more effectively to defend their central line.
Wrist, Ankles and Forearms do not receive points anymore, just like fists/feet/elbows/knees always have. It makes blocking with your arm a bit easier and it prevents getting a foot stuck in the wirst/ankles scoring insane points.
Overhaul, the "crabbing" playstyle (camping with contracted knee and waiting for your adversary) gets some serious nerf as putting your groin first is dangerous and crab attacks are very likely to touch the other player's legs and score very low points. Also, blocking becomes a more viable options with elbow/forearms/wrists/fists, it encourages the players to try something else than camping with their legs in front of them and dare some movement.
I've asked some GM to use the mod for official wushu rooms, but no answer yet, I don't think they care anyway D:
I encourage everyone with any interest in wushu to try it, we've been playing it with some oldies and I think I can speak for everyone I've played with and say it's been enjoyable.
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To get back on the dojo. I do like boxshu as it's fun to play, but skill wise it's worse than the dojo as it does not penalize mistakes at all, walls are like a safety net that keeps players from paying for their mistakes. It creates some pretty fun replays tho.
Edit : some replays, cause wushu is fackin beautiful and replays speak louder than words. I've hundreds where they came from, I poop wushu sexyness erifukinday.
Last edited by deprav; Apr 23, 2015 at 05:55 PM.