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Basic Info


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Original, unmarked map

Stuff to Bring
Rules
Gametypes


Stuff to Bring

(many items are not required, just get everything you can)

  • Comfy clothes (preferably ones that visually blend well with the environment) and extra clothes. Belts and pockets for equipment and sidearms are strongly recommended.
  • All blasters owned or can be borrowed. If you have none available, don't worry, we have some. However, if I know someone's being a lazy ass and only or mostly only bringing weak soakers when they have several CPS cannons, I will stictly limit my lending of soakers to them. I'm not asking to bring a truckload of water guns, but have the courtesy to share whatever CPS line guns you may have.
  • Goggles, sunglasses, whatever simple eye projection of choice is advisable. Goggles are recommended if you're concerned about safety since weak glasses will have a reverse effect on safety if you're hit with a high powered stream at close range or with a water balloon.
  • Water bottles for onfield reloads.
  • Water balloons. (Unfilled)
  • Gloves for grip and for prevention of cuts
  • Other random stuff you feel is worth bringing (i.e. waterproof/in ziploc bag walky talkies)
  • Your brain.

Anything not sturdy, well secured, and water resistant (submersible in shallow water without damage.) should be stored away in either house. (off the battlefield at least) I'm not responsible for, nor do I give a crap about any of this; it's up to the player to keep them safe. This includes, but obviously is not limited to mp3 players, cell phones, iLolwemadeanotherone's, laptops, etc.






Basic, Commonsense Rules

  1. Respect property. Always turn off hoses when not in use, and be careful with vegetation. Get off the driveway when a car is rolling in. In some cases, hoses may not be used for attacking, only for filling. (due to parents getting pissed off for water usage) Hoses must always have a valve attached that can be quickly turned off when not using.

  2. Respect all weapons. Don't play with triggers, and never leave free pumps extended, they are only to be extended when pumping. Disconnect the bike pump when carrying the balloon launcher, etc.

  3. Ammo and attacks must be acceptable and safe. (i.e. no throwing rocks, only load blasters with clean water, no point-blank shots to the face, no direct aiming with water balloon launcher (see op codes), etc.) No physical contact

  4. No one is to fire at anyone else before a game starts and/or after a game ends, nor is anyone to deliberately fire at eliminated or respawning players, or non players.

  5. Field boundaries. Personally, I do not care where you go as long as you're not fighting in the middle of the road, inside some house, or launching water balloons at people's windows. Be respectful and don't use hoses or trample plants on non-participating houses. If problems do arise, I will have to define strict boundaries and penalize for passing them.

  6. Respect your leaders and host. In other words, shut up and don't douche around when someone (like me) is explaining rules, blasters, etc.

  7. Nothing is to be thrown away, except for dead water balloons, unusable bottles, and other things I approve of.

  8. Cheating is not tolerated. As you can see, just about all of our games run on the honor system and if any arguments can't be settled, all complaining players respawn or are eliminated, or a sudden death match begins.

  9. Anyone who cannot follow these rules and/or is an absolute dumbass may be kicked off the field. Use some common sense and don't be an idiot.

  10. Have fun.



       




Gametype-Specific Rules

Definition of a hit

  • A hit can be simply defined as anything significant that the player can feel, and at least ~20 to ~30 droplets. For example, if one shoots a stream 90° upward, and most of the droplets pour on them, it's a kill. If a large water balloon splatters enough (say someone is on a wall and the water balloon hits and explodes on the space right next to them), its a kill. If the weather is heavily raininy, its also a kill. There's obviously some subjectiveness to this, for example, 20 droplets to a dry shoe might not be noticeable while 10 droplets to the face may be. Use discretion and if surrounding players clearly saw the hit, just go. If both players shot at about the same time, then both have to go unless people can witness who was shot first. (This is where common sense comes in; if you're shot, you get your hands off the trigger and leave immediately, you don't shoot back and argue.) Any 1 on 1 confrontations that determine the winning team should be dealt with by declaring the game a tie or doing a sudden death game (as mentioned above), given that neither team can agree who was hit first.

  • Intentional friendly fire does not count (meaning unintentional friendly fire does), nor does getting wet due to bad refilling technique.

Soakfests

  • Avoid charging into a base if there are CPS streams and a hose blasting in your face. The game gets boring when people charge around like that. And also, the safety rules are more difficult to keep in line here, so for your own sake, don't charge rush into ridiculous amounts of water.

Respawn

  • When hit (see above), players go to a respawn point. At least 15 seconds must pass (count silently but don't bullshit it) before the player can spawn again, and the player must be at the spawn point. All players must mark down a tally on a scoreboard each time they respawn. (if there's a scoreboard around) This is usually for statistics only but it could become important on respawn based games that run on a time limit. (however, running on a score limit is too hard to work with right now)

Elimination

  • When hit, leave everything that pertains to the game (blasters, equiptment, etc.) where it is and get your ass off the field. (go to a respawn point but remember you don't respawn until the next game) Exceptions exist to this rule if, say, 3v1 players left and the one player tries to hide away and avoid combat.

  • Dead men tell no tales. Players are to remain silent when eliminated or respawning. Yes, this applies to all hit-based game modes, not just respawn. (with the exception above)

Deathmatch

  • Can be respawn or elimination, but each time a player is eliminated, it is imperative that the person who got the kill is noted, if scores are to be tracked. It is preferable to keep these scores in writing, and in respawn, there will be a paper on the spawn point in which to write down and keep track of points.

Capture the Flag

  • Setup can vary, including 1-flag, free-for-all where everyone has their own flag, etc. For most purposes we'll be using standard 2-flag, 2-team CTF or 2-team, 1-flag.

  • Obviously, all players who are hit (regardless of game mode) must drop the flag(s) they're carrying, regardless of which team the flags belong to. (yes, you can carry your own flag around)

  • The team's own flag may only be carried by a member of the team if it's being returned to its original location. The "original location" must be in a clear, visible location within 50ft of the base. (and not within 70ft of any spawn points)

  • All flag passing is permitted except for throwing.

  • Both flags must be within about 5ft of the capturing team's flag point and each flag must be held by one person on the team. (i.e. as soon as a capturing player touches the home flag, the team scores)

Soak and Destroy

  • Objectives can be paper cloth(s) representing a base or spawn point, VIP's, locations to plant "bombs" (timers are used for bombs in this case), etc. No objectives have been designated yet on the map. Players have to destroy the target by shooting it, "planting" a "bomb", etc. depending on the game.

Conquest/Domination

  • Anyone who has played any of the Battlefield series knows how this works. Each base (there has to be at least 3 bases) has a flag representing the team who owns the base. To capture a base, go to the flag and put a hand on it for 10 seconds, then knock over or pull down the flag to neutralize it. Stay there for 10 seconds again and put up your own flag. (each base's flag zone must have both teams' flags with one flag standing up at a time, or neither) Once your team owns a base, anyone on the team can spawn at the flag point or within about 50 ft of it. The capture time is the same regardless of the number of people at the flag. No one may spawn at neutral flags.

Zombies

  • A more intense twist on the soakfest where no one may be eliminated. No hoses nor water balloon launchers allowed (except for 1-man operated slingshots) Game starts with 2 teams, zombies and humans. Zombies may only use water bottles, and when a human gets hit with any water, they turn into a zombie. Zombies may use faucets to fill bottles and humans may use them to fill any gun. As soon as you become a zombie, drop your gun to make things easier. (but you must remember where you left it, obviously)

  • Remember, survival is most important. Shooting zombies as a mean to hold them off is a last resort. They will eventually get to you. And the best 50ft range soakers you use for other games might not be so useful here. If theres a horde after you, and you're far away enough, hide!

  • Requires 6 or more players. Avoid straying too far from the battlefield borders. Games that carry on too long (time limit TBD, perhaps 5 or 10 minutes) will be ended.


Water balloon launcher operation codes

Douchenator (aka PWN323MB) at standard bases/neighborhood: At least 70° firing angle and never more than 40 PSI. Firing angle restriction removed IFF there are 5 or more simultaneously loaded balloons.

At park: At least 45° and never more than 40PSI. Firing angle restriction removed IFF there are 5 or more simultaneously loaded balloons or if the PSI is 30 or less.

To be updated as more testing is done and more launchers become available.