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Re: SpeedBall
Posted: 20 Jul 2012, 06:50
by TitiShu
As i pass a lot of time on this mode, I bring a small contribution...
A new map
SpeedBall - The Hill
Re: SpeedBall
Posted: 20 Jul 2012, 06:57
by Zanarias
Two of the official maps have been uploaded to the exchange.
Official Maps Repository
Once Hangtime is reworked I'll add that as well. You'll be able to find the updated versions of the maps on both the exchange and in this main thread here.
Re: SpeedBall
Posted: 20 Jul 2012, 16:27
by coolsnake
Additional suggestion for Forgotten, remove the iron fence that allows you to go to the top of the level easy near spawn. It flattens the game experience because you only can get up there at the spawn of each team. If you're anywhere else on the map it's a waste of time to get up there and it's better to just camp at cap point.
Re: SpeedBall
Posted: 20 Jul 2012, 19:50
by Extraneous
What happens if you have a map with, say, the Nucleus and the splash causes it to hit multiple people? This caused a problem in a gamemode I was working on...
Re: SpeedBall
Posted: 20 Jul 2012, 20:18
by Awpteamoose
Extraneous wrote:What happens if you have a map with, say, the Nucleus and the splash causes it to hit multiple people? This caused a problem in a gamemode I was working on...
The first person that pops the CSmModeEvent::EType::OnHit (I have no idea how Nadeo does it - which name or login string comes first or whoever is closer to the splash or whoever is on which team) will get the pass.
Re: SpeedBall
Posted: 20 Jul 2012, 21:29
by Awpteamoose
Script updated, redownload please.
Changes
- Now OT will only start when the ball gets reset.
Still not happy with the current OT, but I don't want rounds to end in a draw, any propositions would be nice.
Re: SpeedBall
Posted: 20 Jul 2012, 22:15
by Cuba.CZ
Re: SpeedBall
Posted: 21 Jul 2012, 05:52
by Awpteamoose
Updated the script, redownload please.
Changes:
- Fixed a super rare script crash if the point got capped after the ball carrier was killed.
- Minor optimisations.
- Better rules. Press F1 at spawn twice for a screen full of advices.
- A warmup system. The server can enable warmup and set team sizes. If the warmup is enabled, point capping and the timer would be frozen until both teams have proper number of players and all of them have pressed F2.
Xenio updated
SpeedBall - Rebound. Changes: railpads moved to the lower middle arena, bridges have been connected (yay), there are now healing pads on old railpad places, fences around the goalpost removed, fixed out of bounds access.
Re: SpeedBall
Posted: 22 Jul 2012, 00:27
by Awpteamoose
Uploaded the script to
ManiaPark. Would be nice if you left some comments :)
Updated the script, redownload please.
Changes:
- Fixed an exploit with overtime.
- Fixed the bug with ball marker that happened if the ball was dropped, picked up and dropped again.
- Some optimisations.
- More comments in the code.
- "Draw round" now says "Round draw".
Also, I've made a very experimental map
SpeedBall - Rampart.
There's a very rare bug where some 3d markers (ball, attack, defend) might disappear or the player mark (ctrl by default) might say something else isntead of "X". For the life of me I can't reproduce it and it's probably a bug in the game, not in the script. Still, a way to reproduce it would help to make a bug report.
On a side note, I would be interested in some kind of a SpeedBall competition. I can probably put in any necessary for competition changes/additions in a matter of hours. I'd host the cup myself, but I can't provide any reward or servers (since I'm a poor ukrainian student :D) and I have no experience with hosting cups.
So, if you are interested in helping me - please pm.
Re: SpeedBall
Posted: 22 Jul 2012, 03:26
by dsi1
Awesome gamemode, decided to make a map for it,
SpeedBall - Traders
Spawn - Ball about 11 seconds and Spawn - Spawn about 24 seconds as far as I can tell.