SpeedBall

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dsi1
Posts: 45
Joined: 26 Sep 2011, 01:46

Re: SpeedBall

Post by dsi1 »

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.
I made this pretty quick.

Also, why no night maps Zanarias?
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: SpeedBall

Post by TitiShu »

Nice guide...

No Night, just for bug/light/framerate ???
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Zanarias
Posts: 19
Joined: 19 Jul 2012, 17:10

Re: SpeedBall

Post by Zanarias »

Night maps are terrible because of how HDR is handled in this game for one. Additionally, you really need to be able to see in SpeedBall, and even with the best lighting ever you're going to get dark areas.

They're pretty to look at, but overall are just annoying to play on.

EDIT: This is from experience too. Superflux was originally a night map, and even though it was designed well, everyone thought it was annoying solely because of the fact it was night. Changed it and people were happy.
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Apart from the fact that you can't see terrain well in night, all the lights that you have to put just to light up something indeed have a very negative influence on everyone's fps.
Arthurfonzer
Posts: 10
Joined: 09 Jul 2012, 17:33

Re: SpeedBall

Post by Arthurfonzer »

All in all a good mod.

But one thing I see that could improve it would be the ability to shoot enemies while you have the ball, maybe a 3rd keybind specifically for passing the ball.

Was asked to make a simple map that encouraged passing. I think it turned out alright, but haven't had any SpeedBall players give feedback on it yet...It is a fast paced map that would work best in a 4v4-6v6 setting.

I am a noob to scripting, but if I took the time to read your example I could figure out what does what, and in time learn how to script. I want to ask your permission first though, because in a sense I would be using your script in order to learn to make my own...Would you be okay with that? I

When I first played SM I was wondering why there wasn't a CTF game type...And to take it a step further for those TFC players, the thought that a Murderball game type would suit SM perfectly.

Edit: I've been looking over the Battle/Siege maptype scripts and mode scripts... It was a little confusing at first, but I'm starting to understand how it all works. I haven't used SpeedBall as a reference because I have not gotten your permission yet...Try to get back to me on this ASAP - The way speedball works seems very similar to the way Capture the flag would work...Murderball is a whole different beast though :roll:
bandi42
Posts: 1
Joined: 24 Jul 2012, 04:28

Re: SpeedBall

Post by bandi42 »

Hey I made a new map next to |SM|OverGrown!

It is called |SM|MountainRange
You can find it here http://sm.mania-exchange.com/tracks/view/727
The id is 727!
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Arthurfonzer wrote:But one thing I see that could improve it would be the ability to shoot enemies while you have the ball, maybe a 3rd keybind specifically for passing the ball.
Firstly, it would kind of kill the whole purpose of escorting the ball carrier because he would be able to deal with enemies himself.
Secondly, making a second keybind for passing is nearly impossible. I can do it with netread/write, but there will be a significant delay before the shot occurs.
Arthurfonzer wrote:I am a noob to scripting, but if I took the time to read your example I could figure out what does what, and in time learn how to script. I want to ask your permission first though, because in a sense I would be using your script in order to learn to make my own...Would you be okay with that?
Sure, go ahead, that's the only purpose I put comments in. Notice that parts of it are probably not the best example of optimal code :D
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Important script update, redownload please.

Changes:
- The latest maniaplanet update removed UI for teams by default so I had to put it in.
- Now before the overtime starts, the spawns are synchronised and everyone starts running at the same time. The way it was, if you died less than 5 seconds before overtime kicked in, you would lag behind everyone by that amount of time.

Updated SpeedBall - Hangtime by me, now it's playable and works properly.
Updated SpeedBall - The Hill by TitiShu, map in general became faster.
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

TitiShu made 2 cool new maps:
SpeedBall - Bowl (this one is awesome)
SpeedBall - Windy Coast
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: SpeedBall

Post by TitiShu »

And the Mania Exchange links if you prefer

SpeedBall - The hill
SpeedBall - Windy Coast
SpeedBall - Bowl

I said "Bowl" was my last speed ball map for a while, but i actually work on a 4th map... xD
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
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