New map: Speed Ball - Page 3

New map: Speed Ball

Discuss maps & map creation - from concept to execution to the ever elusive release.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

TradeMark wrote:Im making bigger version: 10x10, which has small hole in the middle.

When thats done, i make 12x12 donut as you wanted...
:P

I think the donut will have better gameplay on ffa than the ball, since winhout the middle space there wont be a all-out war where someone gains advantage with the self killing of other. :)
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I made 20x20 donut now, its for 16 players.

I think I need to make 3 other maps, for 8, 10, and 12 players too. So its possible to play with any amount of players...
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I think cuppeh should restrict your account a bit. :P
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

I played the speed ball (not sure wich version) and its pretty fun. except for the fact that its so small that with a guardian you can shot from your base straigh to the enemy base, and that makes it too porc.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Yeah... didnt you read the first post?
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rattle
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Speed* players don't read.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Yeah, they are too impatient. Except me ^^.

Seen this many times in my games (at speedball ofcourse...):
(game starts)
*2 seconds*
<impatient1> FORCE THE GAME NOW!!!!!!!!!!!!!!!!!!111111111111
<impatient2> FORCE IT!!!!
<impatient3> FORCE FORCE FORCE!!!!!!!11111111111
<impatient2> FORCE IT!!!!
<impatient1> FORCE
<impatient4> FORCE!
*3 secs*
Player x has joined team y.
<TradeMark> see, you need patience.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Version 2 without lag:
http://spring.unknown-files.net/file/26 ... d_Ball_V2/

Also water causes more damage, and heightmap made smoother than before.
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