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.