SpeedBall

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Archiii
Posts: 1
Joined: 19 Jul 2012, 17:10
Location: France

Re: SpeedBall

Post by Archiii »

http://sm.mania-exchange.com/maps/586/s ... chistadium

My first speedball map, feel free to use it ! ;)
Vaalerian
Posts: 23
Joined: 29 Jun 2012, 16:37

Re: SpeedBall

Post by Vaalerian »

i will reboot the server in a few minutes to add all maps, and i will also make a second server because it's always full already ^^
Cibermix
Posts: 37
Joined: 15 Jun 2010, 13:38

Re: SpeedBall

Post by Cibermix »

Funnier mod I've test !

Good job. ;)
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coolsnake
Posts: 131
Joined: 02 Jun 2012, 07:29

Re: SpeedBall

Post by coolsnake »

This should be played competitively. I'm semi-serious about this. great gamemode! :thumbsup:
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

coolsnake wrote:This should be played competitively. I'm semi-serious about this. great gamemode! :thumbsup:
I'm all up for it. Voice comms make it so much better.
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coolsnake
Posts: 131
Joined: 02 Jun 2012, 07:29

Re: SpeedBall

Post by coolsnake »

Map feedback:

Zanaria made some pretty interesting and complex maps. Slampost is probably my favorite. Probably because you can get to the ball very fast and I was one of the few to know the way haha.

Only real criticism I could think of is that the narrow path in front of the spawn is always bad to use for the enemy team.

Hangtime is probably my least favorite because of the immense difference in height mainly. Pretty hard to find your way, dead ends, long narrow paths. Railpad in front of spawn is definitely OP. You can target near everyone there. I really like the way you get to the ball.

Superflux, good map in general, enemy cappoint is wayyyyy too secluded though. High walls, long narrow paths, no back entrance, lots of stuff you need to jump over. It's more luck based then skill based when I can cap.

Could say roughly the same about Encounters from Valerian. Good map in general, entrance points are non intuitive though (the dirt hill all the way to the side and the pathway with the difficult jumps). Both leave you wide open for attack, very hard to get in. On top of that, after the dirt hill you can go in a tunnel or on a relative narrow path to the side. I'd never take the tunnel unless I'm 100% there is no enemy at the other side of it.

There's also a tunnel under the hill which is useless for the enemy team. Once you go in there you're trapped. I can understand why you won't put a jumppad there though, it would be a very easy way to get to cappoint.

Forgotten is probably THE intro map for this gamemode. Nice and flat, lots off stuff to hide behind, enough pathways etc. Don't think I have a single criticism about that one.

Observation:
In overtime the game evolves into a no respawn team deathmatch.
It's a good idea to not get the ball. If you do your team gets one man less as firepower. You'd also present yourself as a target. Advanced stuff would be to pass the ball on to the enemy team.

In conclusion, <3 speedball
Vaalerian
Posts: 23
Joined: 29 Jun 2012, 16:37

Re: SpeedBall

Post by Vaalerian »

Forgotten and Encounters are maps originally made by MrA for Battle mode, i just made quick modifications to them to be used in SpeedBall. I should PM MrA to ask him to author them back again.

I made some modifications on Encounters recently : the tunnel is no longer a dead end, and the spawn has moved a bit in order to add distance between spawn and goal.

I also made a new map called "Whatever" from scratch this evening, which proved to be really fun to play with speedball : http://vaalerian.net/shootmania/Maps/Sp ... er.Map.Gbx

All the maps that are currently running on my servers are here : http://vaalerian.net/shootmania/Maps/SpeedBall/ .
I try to keep them updated as much as possible.
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Zanarias
Posts: 19
Joined: 19 Jul 2012, 17:10

Re: SpeedBall

Post by Zanarias »

Hangtime is everyone's least favorite because it's shi-iteeeeeee. Broken stuff and too lazy to fix it at the moment. Rail was already known to be overpowered and there's broken stuff around.

I kind of agree with Superflux? I think the main entrance ramp should probably be smoothed out, and I'll see about adding another entrance. It won't be around the back because that's dumb and too far out. Most everything else I feel comes down to user error, and the map can be really smooth/fast if you want it to be.

I might change the back entrance on Slampost slightly, but this is one I'm not a fan of changing anything on that map significantly.

Thanks.
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Script update, redownload please.

Changes:
- It says "No respawns!" on overtime.
- Better rules
- Now displays 3d markers for spectators

Zanarias updated SpeedBall - Slampost with a side entrance and minor changes.
Zanarias updated SpeedBall - Superflux with a way around the castle and minor changes on the elevation top.
New map! SpeedBall - Rebound by Xenio, thanks!
New map! SpeedBall - Whatever by Valerian, thanks!
Last edited by Awpteamoose on 20 Jul 2012, 06:02, edited 1 time in total.
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Another script update, redownload please.

Changes:
- Now the team that holds the ball for 30 seconds wins in overtime, respawns are enabled (credit goes to aKm for the idea).
- Changed rules to reflect it.
- Added capper's name to the notice, now it shows who made the cap.
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