SpeedBall
Moderator: English Moderator
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- Posts: 6
- Joined: 13 Jul 2012, 22:49
Re: SpeedBall
This game mode is absolutely awesome. Thanks!
Re: SpeedBall
This mode is extremely fun, thanks for making it.
Re: SpeedBall
Have some trouble with the new version of the Script.
When the time ends, the countdown stopps at 0:01 instead of telling the players that Overtime (with 30s ball hold) is activated.
Is it correct?
Found the older one more comprehensive.
When the time ends, the countdown stopps at 0:01 instead of telling the players that Overtime (with 30s ball hold) is activated.

Is it correct?
Found the older one more comprehensive.
- Awpteamoose
- Posts: 76
- Joined: 12 Jul 2012, 20:27
Re: SpeedBall
Yes, it is. I didn't want overtime to interrupt the ongoing action, that's why overtime kicks in after the ball resets. It's also in the F1 help screen.mstottrop wrote:Have some trouble with the new version of the Script.
When the time ends, the countdown stopps at 0:01 instead of telling the players that Overtime (with 30s ball hold) is activated. :(
Is it correct?
Found the older one more comprehensive.
Re: SpeedBall
you're as awesome as you are in SMNC. 

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- Posts: 6
- Joined: 13 Jul 2012, 22:49
Re: SpeedBall
I'm unsure and a newb to mania-ness editing, how would I use this mode (and the various downloaded files) to make a new map?
Also, has anyone tried making a more simplistic map? I'm thinking almost football-field style with just some simple symmetrical heights/routes to keep it from being a rocket-spam fest.
Also, has anyone tried making a more simplistic map? I'm thinking almost football-field style with just some simple symmetrical heights/routes to keep it from being a rocket-spam fest.
Re: SpeedBall
I'll try after finishing "The Hill v2" and a script for a "new" gamemode
but I'm not sure that it is like
but I'm not sure that it is like
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
- Awpteamoose
- Posts: 76
- Joined: 12 Jul 2012, 20:27
Re: SpeedBall
Updated the script, redownload please.
Changes:
- OT is now 45 seconds so a team that lost the ball has enough time to launch an assault even on big maps.
- Caps during OT are instant to make it an actual alternative to just defence.
- The ball heals the carrier over 6 seconds to make it easier for the offensive team to fight through several waves of defenders and cap so the amount of overtimes is reduced (the healthpoint won't count unless regenerated full, if ball is passed and the regen isn't over - the health is lost).
- Fixed a dumb OT bug that never happened anyway.
Xenio updated SpeedBall - Rebound, he assures me that this time you definitely can not jump out of bounds. Prove him wrong? :D
Also I updated the OP post with a couple new maps.
Secondly, yes, this map was made, but it didn't really play well.
Changes:
- OT is now 45 seconds so a team that lost the ball has enough time to launch an assault even on big maps.
- Caps during OT are instant to make it an actual alternative to just defence.
- The ball heals the carrier over 6 seconds to make it easier for the offensive team to fight through several waves of defenders and cap so the amount of overtimes is reduced (the healthpoint won't count unless regenerated full, if ball is passed and the regen isn't over - the health is lost).
- Fixed a dumb OT bug that never happened anyway.
Xenio updated SpeedBall - Rebound, he assures me that this time you definitely can not jump out of bounds. Prove him wrong? :D
Also I updated the OP post with a couple new maps.
Oh boy, internet isn't as big as it looks, is it?Mixteur wrote:you're as awesome as you are in SMNC.
First, put SpeedBallArena.Script.txt from the OP post into Documents\Maniaplanet\Scripts\MapTypes\ShootMania. Then, click on top left and click "pick from file", select SpeedBallArena.Script.txt. After that, click on the wrench on top left and then click on spawns and goals to set their number according to rules you'll see on your right.dracflamloc wrote:I'm unsure and a newb to mania-ness editing, how would I use this mode (and the various downloaded files) to make a new map?
Also, has anyone tried making a more simplistic map? I'm thinking almost football-field style with just some simple symmetrical heights/routes to keep it from being a rocket-spam fest.
Secondly, yes, this map was made, but it didn't really play well.
Re: SpeedBall
DURP THE SPEEDBALL MAPPING GUIDE
I won't be covering any really basic mapping stuff. If you're going to make a map you should already know how to do basics already, sorry.
I. Setting up for SpeedBall Mapping
First, you're going to need the SpeedBallArena MapType script. This is required to set up the mode properly.
Place this file in directory My Documents>ManiaPlanet>Scripts>MapTypes>ShootMania (WIN 7). If these folders aren't already created, make them manually.
Next, go in-game and in-editor and go to Advanced Options > Set Map Type. Select SpeedBallArena. Make sure the file says SpeedBallARENA. I made this stupid mistake and don't want to see other people making it too. After this, you're good to go for later.
II. Setting up Goalposts, the Ball Pad, and Spawns
In SpeedBall, bases are autoMAGICALLY set up within the Script, allowing for Spawns to be far away from their respective goalposts. However, they need to be tied together.
Place 2 spawns (for the two different teams), 2 goalposts (again, one for both teams), and one ball pad (which should be one of the "goalposts" without a flag/tower). Afterwards, select the top left button in the editor (wrench and gear).
Each spawn and goalpost need to have the same corresponding number. Spawn 1 should be next to Goalpost 1, Spawn 2 next to Goalpost 2. The Ball Pad should be set up as Goalpost 3 without any corresponding spawner.
III. Design Principles
There's some basic stuff you should really keep in mind when creating a map for SpeedBall.
--Roll-out (Spawn to Ball Pad, or Spawn to Mid-point Combat) needs to be 15 seconds or less. 10 seconds is best. Every second after 10 gets monotonous, boring, and makes the map feel slow.
--The approach to mid-point/ball pad should ALWAYS be faster than the return to base, by a significant margin.
--Bases need multiple entrances. 2-3 is ideal depending on how you build each base.
--Symmetry is 100% required. The gameplay area should be very close to perfectly symmetrical. Out of bounds areas can look however you want, though.
--Railguns are great to add, but limit their usefulness. They should never have control over spawn points (ever, it's very crap to be spawnkilled over and over), and should not have extensive coverage of the location they're at.
--Spawn points should NOT have direct line of sight on the goalpost they correspond to. They should be somewhat further from the goalpost than in other modes, but not too far that the team can't respond in time to anything after death.
--The name of the game is SpeedBall. As in Speed. As in fast. Don't put too much stuff that can inhibit player movement and fluidity (Encounters is a good example of a map that violates this terribly due to the hills). Have many ways to kickstart the player's speed again.
--Keep your Disp Cost under 10,000 generally speaking. The Disp Cost is the thing with the camera next to it when you select a map before entering the editor. The higher the cost, the worse framerate people will get on your map. Lights add a crap ton, so use them sparingly.
--Make sure your map is unbreakable. Do everything you can to break outside of the playable area, and as soon as you find a way to get out, fix it. It looks better if you block out of bounds access naturally with blocks, but sometimes you may be forced to use OffZone, which is alright.
--Don't make night maps. Ever.
The end.
I won't be covering any really basic mapping stuff. If you're going to make a map you should already know how to do basics already, sorry.
I. Setting up for SpeedBall Mapping
First, you're going to need the SpeedBallArena MapType script. This is required to set up the mode properly.
Place this file in directory My Documents>ManiaPlanet>Scripts>MapTypes>ShootMania (WIN 7). If these folders aren't already created, make them manually.
Next, go in-game and in-editor and go to Advanced Options > Set Map Type. Select SpeedBallArena. Make sure the file says SpeedBallARENA. I made this stupid mistake and don't want to see other people making it too. After this, you're good to go for later.
II. Setting up Goalposts, the Ball Pad, and Spawns
In SpeedBall, bases are autoMAGICALLY set up within the Script, allowing for Spawns to be far away from their respective goalposts. However, they need to be tied together.
Place 2 spawns (for the two different teams), 2 goalposts (again, one for both teams), and one ball pad (which should be one of the "goalposts" without a flag/tower). Afterwards, select the top left button in the editor (wrench and gear).
Each spawn and goalpost need to have the same corresponding number. Spawn 1 should be next to Goalpost 1, Spawn 2 next to Goalpost 2. The Ball Pad should be set up as Goalpost 3 without any corresponding spawner.
III. Design Principles
There's some basic stuff you should really keep in mind when creating a map for SpeedBall.
--Roll-out (Spawn to Ball Pad, or Spawn to Mid-point Combat) needs to be 15 seconds or less. 10 seconds is best. Every second after 10 gets monotonous, boring, and makes the map feel slow.
--The approach to mid-point/ball pad should ALWAYS be faster than the return to base, by a significant margin.
--Bases need multiple entrances. 2-3 is ideal depending on how you build each base.
--Symmetry is 100% required. The gameplay area should be very close to perfectly symmetrical. Out of bounds areas can look however you want, though.
--Railguns are great to add, but limit their usefulness. They should never have control over spawn points (ever, it's very crap to be spawnkilled over and over), and should not have extensive coverage of the location they're at.
--Spawn points should NOT have direct line of sight on the goalpost they correspond to. They should be somewhat further from the goalpost than in other modes, but not too far that the team can't respond in time to anything after death.
--The name of the game is SpeedBall. As in Speed. As in fast. Don't put too much stuff that can inhibit player movement and fluidity (Encounters is a good example of a map that violates this terribly due to the hills). Have many ways to kickstart the player's speed again.
--Keep your Disp Cost under 10,000 generally speaking. The Disp Cost is the thing with the camera next to it when you select a map before entering the editor. The higher the cost, the worse framerate people will get on your map. Lights add a crap ton, so use them sparingly.
--Make sure your map is unbreakable. Do everything you can to break outside of the playable area, and as soon as you find a way to get out, fix it. It looks better if you block out of bounds access naturally with blocks, but sometimes you may be forced to use OffZone, which is alright.
--Don't make night maps. Ever.
The end.
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