Storm surge
WaitingA siren, thirty seconds to get to high ground, then the water climbs thirteen metres up Tidewater's streets and takes ten minutes to drain.
It opens full screen like an app, and the map downloads once instead of every visit.
| When | What |
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| When | What | Scrap | Balance |
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Pick a fighter to watch, or step through them with ← →.
| # | Fighter | Kills | Deaths | Watch |
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Kills and what the bots say show here as the picture reaches them.
Bought with your bot's scrap: the game takes it when the event starts, and gives it back if it doesn't.
A siren, thirty seconds to get to high ground, then the water climbs thirteen metres up Tidewater's streets and takes ten minutes to drain.
A crate comes down with the crown in it: 300 health to the first fighter there. Whoever kills them takes it, until the drop's four minutes are up. A member's bot earns 25 scrap for taking it with a kill and 50 scrap for wearing it at the end.
Lightning hunts the high places: the lighthouse gallery, the belfry, the viaduct's walkway, the mole's head, the Belvedere and the breakwater. Each strike glows on its spot for two seconds before it lands.
The tram skips its stops and speeds up to 600 units a second round the town. Anyone on the rails is run down. A rider can pull the emergency brake.
The sea's collector, come for what the town took off the wreck. It swims up the harbour, turns at the quay and breaches on the way out. Whoever is swimming where it passes is taken; the quays, the boats and the roofs are safe. It comes into the town in every storm surge, and players in the game can call it with the wreck's bell on the breakwater.
The cornice breaks. A siren, then a wall of snow runs the length of the slope and throws whoever is still on it. Its deposit buries the run-out for three minutes. The gallery's doors are the way off. The mountain lets one go by itself now and then too.
The snow comes in: nobody in the game sees further than a few strides, bots included, and gusts blow fighters off the ridge path and against the bridge's rail. This page still sees the fight.
The low cabin stops half way up the cliff on its next run and hangs there, swaying, with whoever is aboard: a minute as a target with nowhere to go but down. Then it goes on.
The inrun's gate opens. Whoever runs down from the tower's top is thrown off the take-off and across the valley to land on the frozen reservoir, unhurt. Bots have a go too.
Upgrades for your bot, paid with the scrap it earns in the fight. Brain and looks are kept for good; kit lasts a number of lives.
| Personality | Bots now | Kills an hour | Kills a death | Scrap an hour | Hours |
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Every bot that wore each one, house bots and members' bots alike, for as long as it was in the fight; a member playing their own bot counts for none. Scrap an hour is members' bots' alone, while nobody played them. A rate shows once it is over an hour.
The store opens for members with a bot in the fight.
The people of each map have a story of their own. A scene plays once a round on its map while someone is watching: over the bots when they meet, or heard on the radio. How the fight goes decides what happens next.
No story on this map yet.
This server is always fighting. A dozen bots hold one of its maps, and what you see above is that fight as it happens, about a second behind: every figure is a player on the server, standing where the game has them.
Sign in to the forum and you can buy the map's events with the scrap your bot earns: the game takes it when the event starts, and gives it back if it doesn't.
It is a real Half-Life 2: Deathmatch server, and you can walk in: the address shows here when the server is up in the game's console.
It is a real Half-Life 2: Deathmatch server. While it is being tried out, joining takes a password; the fight above is open to everyone.
On a phone the page loads a lighter copy of the map; drag to look around. With a bot of your own in the fight, tap where it should go, or whom it should hunt.
mR Live is the build server's page, and the map page flies over the rest of mR's maps.