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Staredit Network -> UMS Production -> HyperBall v1.6
Report, edit, etc...Posted by LegacyWeapon on 2005-02-01 at 12:00:25
After playing LiQuiD Arena 1, I thought about how LiQuiD(U) should make a game using the unlimited directional system. When I saw LiQuiD Arena 2, I realized that it was definately not what I had thought it would be. So after playing MiniMoose's rocket launchers, I realized that I had to make my own ideas.

Gameplay:
Just like dodgeball! You are a civilian and you need to "pick up" a ball. When you do, you become a ferocious Zealot ready to throw your ball. To throw the ball, you use the dropship and click on the unit with the name of the direction that you want to shoot. Quite a hard game to play. The shot shoots infintely in that direction until it hits a wall, in which case the ball stops and combusts. Thus causing a ball to spawn elsewhere. There are always 6 balls on the field in in play. There are 2 modes. FFA and Team Battle. Team Battle is where in the startup screen, there are 2 teams. In FFA mode, it's all out battle. You cannot kill yourself or your allies when you throw the ball.

Basically this is boundaryless dodgeball!

Screenshots will come soon!

Known Glitches
  • When you throw the ball and you are hugging the wall, you might not spawn. We call this a "suicide throw." [Fixed v1.6]
  • When player 1 throws the ball east, and it doesn't hit a wall but the control tower is moved, the control tower becomes destroyed causing player 1 to have 0 range. [Fixed v1.3]
  • Player 1's northeast does not fire well. [Fixed v1.4]
  • East messes up a lot when firing and does not have absolute directioning. [Fixed v1.7]
Report, edit, etc...Posted by MapUnprotector on 2005-02-01 at 12:24:19
Truthfully, I do not like this map at all. Its really the same as all the others and isnt very original. The gameplay isnt that good in the first place, and there isnt much to it, except for just shooting and killing. To me it was very boring and not interesting.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-03 at 21:29:36
w00t.gif All known bugs are now squashed!

I have 3 modes currently avaliable for play: Team Battle, FFA, and Wall-Less MiniField.

Come on guys, I need you to tell me any bugs discovered and if you have any ideas to make this map better (a new mode suggestion would be nice).
Report, edit, etc...Posted by MillenniumArmy on 2005-02-03 at 21:35:56
I really thought MillenniumBall sounded cooler than hyperball tongue.gif
Report, edit, etc...Posted by Oni-Sei on 2005-02-03 at 22:11:09
Same Concept Good idea? i just dont like the fact of that but would there be a less chance of cheapness?

it just dosent sound like something i would end up playing

like Solar Ball i beat the host of it first try then got sick of it

Dodge Ball you have to keep trying and trying

this sounds like something you have to keep looking at a diffrent spot other than the feild
Report, edit, etc...Posted by Red2Blue on 2005-02-04 at 02:38:39
Originality definitely recieves a 0 on my rating.

Wth... come on...

QUOTE
"You are a civilian and you need to "pick up" a ball. When you do, you become a ferocious Zealot ready to throw your ball


WOW.... *sarcasm... you added ferocious to the description of the Zealot. Does that add some sort of uniqueness to the map?

Im not trying to flame you or anything... im just saying... its kinda been done, done again, and again, overdone, and then torched to a point where its black all over crispy and breaks with the slight touch...

Adding modes to the game is like a cheap way to make something "different", but in this example... its not so different...
Report, edit, etc...Posted by LegacyWeapon on 2005-02-04 at 14:53:37
QUOTE(Red2Blue @ Feb 4 2005, 02:38 AM)
Originality definitely recieves a 0 on my rating.

Wth... come on...
WOW.... *sarcasm...  you added ferocious to the description of the Zealot.  Does that add some sort of uniqueness to the map?

Im not trying to flame you or anything... im just saying... its kinda been done, done again, and again, overdone, and then torched to a point where its black all over crispy and breaks with the slight touch...

Adding modes to the game is like a cheap way to make something "different", but in this example... its not so different...
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I noticed how you didn't like my use of the adjective ferocious. I used it to show that you can actually defend yourself opposed to the harmless Civilian. That does not seem to help me so don't flame my use of vocabulary happy.gif

I know this idea has been done, please list some examples of how well it has been so overdone.

If you have an idea for a mode, please share!
Report, edit, etc...Posted by MapUnprotector on 2005-02-04 at 15:10:50
Well at least Red2Blue agrees with me :\
Report, edit, etc...Posted by Red2Blue on 2005-02-05 at 22:14:20
=/

Well, you could start by adding some sort of unique feature.

If I were to create a "dodgeball" type map I would add a few features:

I would add the "arc" system, which could greatly change the movement of the ball for strategic purposes and unique strategy. The "arc" system is basicly a cloaked partrolling unit going up and down or back and forth, and the "ball" would follow the path until it reaches its target. I would use multiple sections of the map to detect "arc".

I would also add something called "force/strength" of the ball. For instance, the longer you hold the ball, the faster the ball will move when you shoot it, but the slower you will move as you are holding it.

I would also add different types of reactions against the walls, such as "rebound", this would apply to a strong throw by an opponent; the ball would "bounce" or "rebound" off the ball it hits, at times multiple instances, but stop its "arc".

Or even "explosive" "rebound, when the force of the thrown ball is so great that it causes collateral damage where it hits, but completely stops the ball in its tracks after hitting.

I would also add different types of balls that you could pick up, ideally, a randomized ball each time. You could add balls that follow your opponent for a few seconds then after going in its same path after. Or even adding a super bouncy ball that would bounce repeatedly off the walls until it hit something or a certain amount of walls.

I would also add a "reflection" ability that you could use only when you were a civillian, where you could "reflect" the ball off of you by unloading or sieging a unit exactly when the ball came near to you, or close to hitting you. This reflected ball wouldn't arc though.




QUOTE
I noticed how you didn't like my use of the adjective ferocious. I used it to show that you can actually defend yourself opposed to the harmless Civilian. That does not seem to help me so don't flame my use of vocabulary


Well im sorry for doing so... its just, "ferocious" is kinda something you wouldn't use to describe a unit in a map for purposes of a dodgeball type game.


What... people are going to start using descriptions like: "the noble civillian will encounter and flee from massive amounts of devasatingly destructive and devious zerglings.

*GASP*! So unique, it really adds to the game... yea.... it makes the game all that different...






And the map has been overdone, its in many many maps as is. And not only that, but its also incorporated into other maps as mini-games.

Way overdone...
Report, edit, etc...Posted by LegacyWeapon on 2005-02-06 at 17:41:15
I don't completely understand your "arc" system.

The speed will not change due to the fact that it won't make a difference unless I drastically slow it down. If I drastically slow it down, it won't "destroy" itself (hit a wall) for a long amount of time. Thus not allow you to shoot another ball.

The rebound idea is quite nice. Thank you for the input.

QUOTE
Well im sorry for doing so... its just, "ferocious" is kinda something you wouldn't use to describe a unit in a map for purposes of a dodgeball type game.


What... people are going to start using descriptions like: "the noble civillian will encounter and flee from massive amounts of devasatingly destructive and devious zerglings.

*GASP*! So unique, it really adds to the game... yea.... it makes the game all that different...

I never said it was unique nor did I say it added anything to the game. It was just for description purposes. It does make the game sound better than "the civilian run away from zerglings."

QUOTE
And the map has been overdone, its in many many maps as is. And not only that, but its also incorporated into other maps as mini-games.

Way overdone...

I did ask for examples... names of maps.
If you must, please post the maps as well.
Report, edit, etc...Posted by chooie333 on 2005-02-06 at 19:25:26
QUOTE(devilesk @ Feb 1 2005, 01:24 PM)
Truthfully, I do not like this map at all. Its really the same as all the others and isnt very original. The gameplay isnt that good in the first place, and there isnt much to it, except for just shooting and killing. To me it was very boring and not interesting.
[right][snapback]136435[/snapback][/right]


i have to agree with devilesk, it isn't very original. and there isn't much too it.
Report, edit, etc...Posted by Red2Blue on 2005-02-06 at 22:20:49
Wsuuuuupp.

Arc system, try playing a basketball game,

Slow the ball by changing its size instead to a 2x2 unit, with a 1x1 ball location.

Theres more variety of speed and movement with 2x2 flying units.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-07 at 15:15:42
QUOTE
Slow the ball by changing its size instead to a 2x2 unit, with a 1x1 ball location.

Theres more variety of speed and movement with 2x2 flying units.

I am aware of basket ball. Do you mean like in Curving the ball?

If you are aware of the systems I am using, it is hardly possible to "curve" the ball.

QUOTE
i have to agree with devilesk, it isn't very original. and there isn't much too it.

1) Have you played it?
2) Like I said above but you obviously didn't read, "Examples please:"
Report, edit, etc...Posted by MapUnprotector on 2005-02-07 at 15:21:40
I think actually creating a unit and moving it would be a better system then your grid explosions. You could have explosions next to it that show the strength of the current ball being thrown, and different explosions can mean different strenghts. For example the baseball map, you could have the ball as it moves create different explosions. It could also be involved with catching as in the more strength the ball being thrown has then there would be a harder difficulty of catching the ball. For the ball strength going up, elaborating on Red2Blue's idea, you could have that footstep/sound system where the strength of throw goes up everytime you keep moving and goes down while at rest, like in a stamina system. Using this with all the other things Red2Blue said would make a truly great ball game.

Hmm I think I'm going to make a ball map using this xP so don't use it biggrin.gif
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