SpeedBall

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blackactarus
Posts: 80
Joined: 15 Jun 2010, 11:25

Re: SpeedBall

Post by blackactarus »

Did you see guys ?

http://prime.paxsite.com/

on the planning :

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SpeedBall

:yes: :yes: :yes:
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Awpteamoose
Posts: 76
Joined: 12 Jul 2012, 20:27

Re: SpeedBall

Post by Awpteamoose »

Man, I wish I could go to PAX.
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: SpeedBall

Post by TitiShu »

I wonder what will be the played maps...

I've updated all my maps and my Mania-exchange profile...

Mania Exchange



Tested and Validated (by/with Awpteamoose and Zanarias) : Clic on the screenshots

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_____________________________________________________________________________________


In Test :

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Not (yet) Validated :

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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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Zanarias
Posts: 19
Joined: 19 Jul 2012, 17:10

Re: SpeedBall

Post by Zanarias »

EXCHANGE LINKS WILL BE POSTED WHEN THE EXCHANGE IS ACTUALLY WORKING (JEEZEEEEE)

In celebration of a mapping contest being handled poorly and me not going to PAX, I've decided to go ahead and update some of the official maps.

_____________________________________________

SpeedBall - Slampost (Final)

Download

Barring any major gameplay bugs, this is the final version of Slampost.

Changelog (8/30/2012)
-Fixed map breaks (no longer possible to exit the map using the fence jump area)
-Added regeneration pad in the cave system (maybe someone will use it now)
-Modified fencing near the goalpost to make "fence jumping" slightly more difficult
-Modified base terrain (removed pointless metal walls that slowed down movement)
---This should encourage people to use the back route more often now
-Modified Offzone so you can no longer stand on the edge of terrain blocks and hold the ball
-Modified some backdrop walls to look less repetitive
-Removed intro sequence that didn't do anything that I didn't add (???)
-Updated snapshot

_____________________________________________

SpeedBall - Superflux (Final)

Download

Barring any major gameplay bugs, this is the final version of Superflux.

Changelog (8/30/2012):
-Fixed symmetry error at white base entrance
-Fixed symmetry error at base lakes near the back entrances
-Fixed multiple map breaks
-Added slight cover on backside jumppad approach to each base to help facilitate attacking
-Moved lights near certain jumppads that caused people to lose momentum at the whim of an angry god
-Modified base terrain behind the goalpost at each base to better allow for a "stealthy pass" mechanic I enjoyed

_____________________________________________

SpeedBall - Hypermile (v.1.0)

Download

This map was submitted for the PAX contest but was ignored or something. Enjoy!

Changelog (8/30/2012)
-Initial release

_____________________________________________

SpeedBall - Hangtime (v.8.0.0.8.5)

lol jk

_____________________________________________

Enjoy! Use the links above to download them, as the ones on the front page aren't yet updated.
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: SpeedBall

Post by TitiShu »

I think this is not the final version of slampost....

the maps is always breakable... i'll show you when you'll be connected
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
Akbalder
Posts: 1059
Joined: 15 Jun 2010, 11:00
Contact:

Re: SpeedBall

Post by Akbalder »

An idea for overtime: If no team scores during overtime, the team which succeed to bring the ball closer to the goal wins. On the HUD, you could display the minimum distance ball-goal for each team.

I think that this rule would be more logical than holding the ball. The teams would have to keep trying to score.
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: SpeedBall

Post by TitiShu »

I preferred the first overtime, where the players couldn't respawn after death.
But with the actual synchronisation (like a new round)

Why not choose the type of overtime in the server settings
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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Zanarias
Posts: 19
Joined: 19 Jul 2012, 17:10

Re: SpeedBall

Post by Zanarias »

We (or at least I) weren't fans of how overtime devolved into campy deathmatch with the old version. The ball didn't become a factor at all, which kind of ruined the point of the mode with so many matches turning into overtime.
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blackactarus
Posts: 80
Joined: 15 Jun 2010, 11:25

Re: SpeedBall

Post by blackactarus »

For the PAX Showmatch :
http://youtu.be/swSJPld35wk
ImageImage
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racer_simon
Posts: 52
Joined: 02 Jul 2011, 11:40

Re: SpeedBall

Post by racer_simon »

Hey guys,

I really like this gamemode, so a big "thank you" to Awpteamoose. :D
But the original reason for this post is, that I have built a SpeedBall Map.

Link: http://sm.mania-exchange.com/maps/1822/citadelles

It would be nice, if you could add the map on a server and give me some feedback. :)

Hope you like the map ;)

racer simon
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