New map: Speed Ball Matrix 16 Way NoMetal V3

New map: Speed Ball Matrix 16 Way NoMetal V3

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

Map link:
http://spring.jobjol.nl/show_file.php?id=1788


This map is about nukes.
Image


More nukes...
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And... More nukes...
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And more... nukes?
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And of course, MORE NUKES!
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THE END.
Image

--

The map is a mod for BA, and the goal is to nuke the enemy (if you didnt catch the idea yet :P ). Only attack unit is nuke, everything else is disabled via the map file.

Replays:
http://replays.adune.nl/?828 (epic team game! WIN)
http://replays.adune.nl/?827 (some funny stuff in team game)
http://replays.adune.nl/?826 (FFA, funny of course)
http://replays.adune.nl/?1080 (BEST REPLAY EVER)

Minimap:
Image

Needs BA681 to work properly (might work with other versions too)
Last edited by TradeMark on 15 Apr 2009, 22:07, edited 1 time in total.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by lurker »

Did you nerf antinukes?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

Buffed actually, but they are limited to 6.

Hmm... area attack for nukes would look cooler =D Gotta add that in next version... and remove the useless mexes :P

Edit: Would be also insteresting without antinukes =D (which was actually my first plan to this map... so the best porcers would win :P (but not for sure, since there would be 15 other porcers :D) )
Last edited by TradeMark on 21 Feb 2009, 03:55, edited 6 times in total.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by lurker »

This probably could have even more tactical potential if antinukes actually took out the nukes in their AoE, and you had to play with the timing... hmm
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by Jazcash »

This might work if antinukes didn't decide to phail when they get tired.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by Hoi »

EMP nuke launcher ftw.

(For those of you who are idiots, anti missile systems don't shoot at emp nukes.)
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

EMP would be too easy... unless the area of effect would be reduced so small it would cover only few antinuke space, so it would be luck to hit the antinukes or not... and if i allowed EMP, i would need to disable the unitlimit of antinukes, or limit EMP's too. I think EMP's wouldnt really make it any better... just more annoying and more lucky, would be just luck do you win or not... (though, its already a bit lucky, but skills still matter a lot).

IMO its alright now, doesnt last longer than 40 minutes with 16 players...

JAZCASH wrote:This might work if antinukes didn't decide to phail when they get tired.
Hmm, how they phail? ive seen them sometimes go back into your base to catch up the nuke, when it actually shouldnt change direction. They should go only forward, since it knows where the nuke is...

These antinukes are better than in OTA though, im happy in that case =D No need to fear does my antinukes miss the nukes or not...
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by ==Troy== »

build your 6 antinukes, share them to your teammate, build 6 more, repeat the process. If the teamsize is more than 2, you can easily get 2 players with 20-40 antinukes, and requires amount of nukes to overpower them will overflow the allocated surface area. (the 3d member of the team of course dies)

Edit : or even, for teams of 2 players, build antis, share, build more, share. Once you have required amount of antis, ask your mate to share them back, and repeat the process for the teammate.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

Yeah i noticed that, kinda lame tactic XD

Anyone know if its possible to disable sharing some specific unit to allies? In this case antinukes... Maybe with LUA?
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by MidKnight »

TradeMark wrote:... Maybe with LUA?
YOU MAKE MIDKNIGHT MAD! :P
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

THIS WAS FUCKING AWESOME GAME EVER PLAYED ON THIS MAP:
http://replays.adune.nl/?1080

XD
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by Pxtl »

I'm confused, how is the gameplay not "15 minutes of SimBase followed by 5 seconds of gameplay"?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by TradeMark »

idk man
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New map: Speed Ball Matrix 16 Way NoMetal V3

Post by Warlord Zsinj »

I thought the same about soccer, but people seem to dig that ;)
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