Author Topic: SOLDIBALL  (Read 6639 times)

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Offline zyxstand

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SOLDIBALL
« on: June 24, 2010, 12:30:27 am »
Whatever happened to soldiball. that was by far my favorite game mode (script), mainly because you're forced to use teamwork...
it should be hosted again!
Can't think of anything original to put here...

Offline Mittsu

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Re: SOLDIBALL
« Reply #1 on: June 24, 2010, 02:17:46 am »
what was it about?
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Offline zyxstand

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Re: SOLDIBALL
« Reply #2 on: June 24, 2010, 02:56:20 am »
scripted on CTF.  green vs. yellow.  each team must try to get the flag (only 1 flag in game) to their respective goals.  you can only touch the flag for 3 seconds and have to pass, or else you die.  custom maps and no weapons of course.
essentially soccer hot potato.  it was really fun, i can tell you that (especially when people play well).
Like i said, the best part was having to use actual teamwork.
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Offline squiddy

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Re: SOLDIBALL
« Reply #3 on: June 24, 2010, 08:44:32 am »
If you explain me better, maybe I can work on it. I am pretty bored right now, so, if you want to challenge me, go ahead :P

I want some info ahead:

1- How many/which flags are there?
2- Do you have a map? Can you post it?
3- Where is/are the flag(s) located?
4- Does a team score? How?
5- What is the maximum score?

I would appreciate if you explained me the game-through. I have just started to work on it, with the info I actually have.

~~ Edit ~~

I've made like most of the Script. I just need to work on the stuff you need to tell me (Those questions above)
« Last Edit: June 24, 2010, 10:32:47 am by squiddy »
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Offline -Major-

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Re: SOLDIBALL
« Reply #4 on: June 24, 2010, 09:08:52 am »
I'd guess you need 1 flag (either bravo or alpha)... the 3 second rule sounds a bit boring, better make everyone have a chainsaw that only does damage to a player with the flag. and then just have 2 positions on either side that gives 1 point for the scoring team if a person with the flag reachers it~... would probably need like half a second invulnerability, so that you can't just throw the flag to your opponent to kill... if you don't use that 3 seconds rule thingy...
« Last Edit: June 24, 2010, 10:17:02 am by -Major- »

Offline Mittsu

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Re: SOLDIBALL
« Reply #5 on: June 24, 2010, 02:44:49 pm »
sounds fun, with the 3 seconds rule
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Offline zyxstand

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Re: SOLDIBALL
« Reply #6 on: June 24, 2010, 03:26:40 pm »
I'd guess you need 1 flag (either bravo or alpha)... the 3 second rule sounds a bit boring, better make everyone have a chainsaw that only does damage to a player with the flag. and then just have 2 positions on either side that gives 1 point for the scoring team if a person with the flag reachers it~... would probably need like half a second invulnerability, so that you can't just throw the flag to your opponent to kill... if you don't use that 3 seconds rule thingy...

don't want to dismiss you harshly, but i've played this game mode before, and, to put it simple: it's a sport mode.  i guess since you probs didnt' play other sports mode (like soldat volleyball or dodgeball) it's hard to understand that it's not about killing.  everyone who actually played it loved it.


If you explain me better, maybe I can work on it. I am pretty bored right now, so, if you want to challenge me, go ahead :P

I want some info ahead:

1- How many/which flags are there?
2- Do you have a map? Can you post it?
3- Where is/are the flag(s) located?
4- Does a team score? How?
5- What is the maximum score?

I would appreciate if you explained me the game-through. I have just started to work on it, with the info I actually have.

~~ Edit ~~

I've made like most of the Script. I just need to work on the stuff you need to tell me (Those questions above)

wow awesome!!!
well, the script already existed, no idea who/what happened to it (forums search pulled up nothing)
as to your questions:

1 & 3 - red flag spawns somewhere in the middle (so that both teams have equal chance of getting it upon start) - blue flag is somewhere hidden off map, so that it's inaccessible
2 - i don't have a map on my current computer - when i go home this weekend i might be able to retrieve the maps from my older computer on which i used to play - of course, they're custom maps
4 - 2 goals, usually to the far left and far right. a goal is an empty space blocked off by bullet-only wall, so flag can be thrown in (therefore it's possible to score on yourself)
5 - max score i don't actually remember. it was displayed where CTF score is shown.

now i'm a scripter too (made a decent game mode once) - so all the flag-checks run during AppOnIdle function - so it's not exactly 3 seconds.  checking if flag is in goal requires knowledge of where goal is, which i guess was stored in external file and linked to map-name.  countdown is shown in bottom corner until death.  no alpha or bravo joining allowed... now that i think about it, it is actually really simple to code lol

props to you for doing this!

edit:
also, just like in soccer, the teams spawn points are usually on the side where the enemy has to score.

P.S.: this game mode is also good practice for throwing and catching flag in CTF
« Last Edit: June 24, 2010, 03:28:13 pm by zyxstand »
Can't think of anything original to put here...

Offline Nixer

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Re: SOLDIBALL
« Reply #7 on: June 24, 2010, 03:41:28 pm »
There's something called "BrutalSoccer".
It isn't really what you're looking for, but it's as close as it gets right now.
Well, maybe somebody will dig up the script and set up a server.

Offline Rotem

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Re: SOLDIBALL
« Reply #8 on: June 24, 2010, 03:59:45 pm »
there are also beos knifes sports servers that also requiere some teamwork

Offline Mittsu

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Re: SOLDIBALL
« Reply #9 on: June 24, 2010, 04:24:06 pm »
knife volleyball is the best sport-mode i played so far
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Offline darDar

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Re: SOLDIBALL
« Reply #10 on: June 24, 2010, 04:36:36 pm »
wow this sounds really nice;)
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Offline L[0ne]R

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Re: SOLDIBALL
« Reply #11 on: June 24, 2010, 11:08:49 pm »
Oh yes, I remember playing it some time ago. Really loved it, and it really did involve a lot of teamwork. The only problem was that flag throw didn't work properly for some people (always worked fine for me though).

I played some of the knifeball-like gamemodes (NOT dodgeball ones), and IMHO they fail. Knives aren't meant to be caught or passed between teammates.


Please let me know if someone hosts a flagball server.


-----

1- How many/which flags are there?
One yellow flag.

2- Do you have a map? Can you post it?
I might have some left if I look really hard, but I don't have the opportunity for that right now. :S I'll try to find them as soon as I can.

3- Where is/are the flag(s) located?
Usually the middle of the map (middle, but NOT center - sometimes it would spawn high or low, on one map it fell from above and through the map)

4- Does a team score? How?
On left and right side of the map there are areas (I'll call them "gates") which are inaccessible to players, but you can throw flags in there. To score you need to throw the flag into enemy's gate, after which your team gets a score and a flag is respawned back at the center of the map.
Though I don't remember if players were forced to respawn as well...

5- What is the maximum score?
Don't remember, but I don't think it's too critical.
Since maps are small and gameplay is fast-paced, I'd suggest setting max score to about 7-10.
« Last Edit: June 24, 2010, 11:21:36 pm by L[0ne]R »

Offline zyxstand

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Re: SOLDIBALL
« Reply #12 on: June 24, 2010, 11:44:12 pm »
uggh thnx l[one]r - i covered those points. and there is no yellow flag - it was a red flag (and teams were charlie and delta)
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Offline L[0ne]R

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Re: SOLDIBALL
« Reply #13 on: June 24, 2010, 11:46:20 pm »
uggh thnx l[one]r - i covered those points. and there is no yellow flag - it was a red flag (and teams were charlie and delta)
Oh. Sorry, not sure how I missed those. :S
For some reason I still remember flag being yellow.. either it was a different script, or I'm really confusing something. :S

Offline squiddy

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Re: SOLDIBALL
« Reply #14 on: June 25, 2010, 10:01:55 am »
So, there is two "goals", one flag, and each team has to shoot the flag into their enemies goal.

I wonder how I can detect if a flag is 'inside' a goal. There is one way:

- Either we use the Yellow Flag (the main one) and we put the Alpha Flag in one side, and the Bravo Flag on the other side (should be easier) <- Checks the distance between the two flags, and scores.

Oooor.....

*I can't think in any other way. :P If someone has a suggestion for score-checking, please enlighten me :P*
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Offline zyxstand

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Re: SOLDIBALL
« Reply #15 on: June 25, 2010, 12:42:44 pm »
oh wow squiddy haha, that's a good idea.
while i like the idea, it kinda restricts the goal size.  here's what i recommend:  i don't know if you know how to read external files, if not i can show you quickly, but essentially have an external file by the server that contains map names and their associated goal positions, for example:

Code: [Select]
format: mapname,cx1,cy1,cx2,cy2,dx1,dy1,dx2,dy2
where (x1,y1) & (x2,y2) are top-left & bottom-right coordinates of a goal and c & d are charlie and delta's goals respectively:
sdb_gameon,100,300,150,350,800,300,850,350
sdb_othermap,12,23,34,45,56,67,76,65

and you can go to OnMapChange and in that textfile search for the map name, and extract the relevant data. that means you'd have to manually edit the text file to contain a specific map's goal coordinates. i've done something similar for another game mode - it's relatively easy.
Can't think of anything original to put here...

Offline Gizd

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Re: SOLDIBALL
« Reply #16 on: June 25, 2010, 02:49:21 pm »
There's something called "BrutalSoccer".
It isn't really what you're looking for, but it's as close as it gets right now.
Well, maybe somebody will dig up the script and set up a server.
I will add it to BombSki's Multimode when I'll add team balancer to it so probably tomorrow. If MetalWarrior agrees I(or him) might add that hot potato thingy to it and remove chainsaws, but that would be a separate gamemode :P

Offline Swompie

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Re: SOLDIBALL
« Reply #17 on: June 25, 2010, 03:20:01 pm »
I was a bit bored so I coded the most important stuff, I'm gonna add a few more things then I will release it.
I'm sure a few wanna know what's already working:
  • You can score.
  • You get raped after 4 seconds. (Should be increased later ;p)
  • Nothing much more interesting.


I'll need to add some messages and the time till you get killed while holding the flag, aswell a few other misc things.

Offline zyxstand

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Re: SOLDIBALL
« Reply #18 on: June 25, 2010, 03:50:40 pm »
just wondering, how did you do scoring? external txt file?
why 4 seconds? that's a long time. reduce it to 3 imo (that's how it was actually fun)
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Offline Dakodun

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Re: SOLDIBALL
« Reply #19 on: June 25, 2010, 05:15:16 pm »
Hello, this is the version of Soldiball that you played (and we played with you occasionally). It is worth noting that this is an older version of the script so some features may be missing or not function correctly, and that it was also made for 1.4.2 and the related server version. I also included all of the maps that were created for it, excluding custom scenery and textures that may be required (I'm unsure if any are). It's not pretty; it was never made to be observed by outside forces but should function as is - do as you please. (Note: you'll have to change '/scripts/scripts/mapinfo.ini' to the location of your mapinfo.ini. This occurs 8 times within the getMapValues procedure, line 101).

http://www.box.net/shared/tls29zi92o

Update: Okay, here is a seperate .rar (thanks to Soldat Map Packer) which contains map, scenery and all:
http://www.box.net/shared/fih77e8rpq

Update: If you're interested, we do have a server running Soldiball:
soldat://us.poonta.org:30087/
« Last Edit: June 25, 2010, 08:25:08 pm by Dakodun »

Offline Swompie

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Re: SOLDIBALL
« Reply #20 on: June 26, 2010, 12:30:26 pm »
;o Now we have the script, but I'll finish my version of it anyways.

just wondering, how did you do scoring? external txt file?
why 4 seconds? that's a long time. reduce it to 3 imo (that's how it was actually fun)
It's pretty more less than you think :p, but needs testing like I said.
For the scoring, I used Alpha & Bravo spawn points to get the XY-Coordinates, but I need to add more because of the Y-Checks ;p



I've finished the script so far, anything works good.
If anyone wants to host this PM me, I've also made a few maps already.

Offline zyxstand

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Re: SOLDIBALL
« Reply #21 on: June 26, 2010, 12:40:17 pm »
ok, so i take it you're checking if flag is to the left of alpha spawn or to the right of bravo spawn (which i didn't actually know you can do), so you need to know the vertical positions... if i understood correctly, then you're restricting the goal to be at the end of the field (like soccer) and not allowing gameplay behind it (like in hockey)
quite frankly, use the external file approach. it's really not that hard. it also doesn't require much maintenance. (if you're resisting it because you don't know how to use it, you should DEFINITELY do it to learn it!)
Can't think of anything original to put here...

Offline Swompie

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Re: SOLDIBALL
« Reply #22 on: June 26, 2010, 01:03:11 pm »
I know how to use that stuff  ;)
Also I don't need files because I use two spawnpoints for each team to get the position where the goals are.

Offline squiddy

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Re: SOLDIBALL
« Reply #23 on: June 27, 2010, 04:09:24 pm »
Swompie, can you PM me the Score-Stuff? I'm very interested on knowing how you managed to do that. I have an idea, but I'm not sure if it would work.

I can host it for testing, if you'd like. Just PM me with the Script and I can open the server. :)

I've been travelling for the past three days, so I couldn't finish the Script, but I'm sure you've made a nice work. :D
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Offline zyxstand

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Re: SOLDIBALL
« Reply #24 on: June 27, 2010, 06:04:55 pm »
if you want, PM me your script too, and i can do the external txt file reading stuff. should be pretty straight-forward!
Can't think of anything original to put here...

Offline Swompie

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Re: SOLDIBALL
« Reply #25 on: June 28, 2010, 06:46:58 am »
Swompie, can you PM me the Score-Stuff? I'm very interested on knowing how you managed to do that. I have an idea, but I'm not sure if it would work.

I can host it for testing, if you'd like. Just PM me with the Script and I can open the server. :)

I've been travelling for the past three days, so I couldn't finish the Script, but I'm sure you've made a nice work. :D
I even need to brainstorm abit to make it perfectly work, but I can show you the script later if you want so.

Offline squiddy

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Re: SOLDIBALL
« Reply #26 on: June 28, 2010, 08:03:55 am »
Sure, I just wanted a piece :)

~~ Edit ~~

Script is veeeery near it's end.. I just need some massive testing before publishing it :)

Swompie, I still want to take a look at your code :P
I finally made mine work, but I wonder if you got any more efficient way to check the flag status. I use GetSpawnStat() and GetObjectStat(). :)
« Last Edit: June 28, 2010, 02:46:05 pm by squiddy »
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Offline zyxstand

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Re: SOLDIBALL
« Reply #27 on: June 28, 2010, 03:35:23 pm »
i partially take back what i said :P
i didn't understand how getspawnstat worked.  So essentially you put a spawnpoint in the map at each corner of the goal to determine its position and size? The only problem then i guess is that the map maker would either have to adhere to that rule, or send you the map and have you edit the spawn points etc. and send him back the compatible map.
Can't think of anything original to put here...

Offline squiddy

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Re: SOLDIBALL
« Reply #28 on: June 28, 2010, 03:49:18 pm »
i partially take back what i said :P
i didn't understand how getspawnstat worked.  So essentially you put a spawnpoint in the map at each corner of the goal to determine its position and size? The only problem then i guess is that the map maker would either have to adhere to that rule, or send you the map and have you edit the spawn points etc. and send him back the compatible map.

Pretty much, all correct. I just gotta make some testing before I can say my Script is working fine. I can't really figure how is possible to score without GetSpawnStat() :O
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Offline zyxstand

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Re: SOLDIBALL
« Reply #29 on: June 28, 2010, 05:48:59 pm »
i partially take back what i said :P
i didn't understand how getspawnstat worked.  So essentially you put a spawnpoint in the map at each corner of the goal to determine its position and size? The only problem then i guess is that the map maker would either have to adhere to that rule, or send you the map and have you edit the spawn points etc. and send him back the compatible map.

Pretty much, all correct. I just gotta make some testing before I can say my Script is working fine. I can't really figure how is possible to score without GetSpawnStat() :O

there'd be an external .txt file containing map names and their respective goal coordinates, and the server would just load the coords on map change. but i do think your method is better.

can i ask for a request:
can you modify your code to optionally also allow blue team to join for a 3-way match?
this would be trigged by if there are over 9 players playing, and the script would choose the next map to be a map designed for 3-teams. (perhaps even have the script pause the game 30 seconds after 9th player joins and ask for a poll if they want to switch to 3-team mode now, after match, or never).
it would be interesting to see how that plays out.  of course there can't be 4 teams, since alpha can't carry red flag...
what you think?
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Offline squiddy

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Re: SOLDIBALL
« Reply #30 on: June 28, 2010, 07:33:27 pm »
Hard, but yet, possible.
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Offline chutem

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Re: SOLDIBALL
« Reply #31 on: June 29, 2010, 12:08:34 am »
You could have 4 way soldiball by using the yellow (pointmatch, HTF) flag. Heck maybe 5 way would be possible by using team 0 (deathmatch), but by then it's just getting ridiculous.

The only problem then is creating balanced maps...
« Last Edit: June 29, 2010, 12:13:59 am by chutem »
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Offline Gizd

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Re: SOLDIBALL
« Reply #32 on: June 29, 2010, 12:27:34 am »
The only problem then is creating balanced maps...
You can use bs_ maps, there's only 3 of them though.

Offline chutem

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Re: SOLDIBALL
« Reply #33 on: June 29, 2010, 12:59:20 am »
I mean creating maps for more than two teams where each team has an even playing field.

i.e. spawning closer to flag/height advantage/number of team goals close to each other team...
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Offline zyxstand

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Re: SOLDIBALL
« Reply #34 on: June 29, 2010, 03:51:34 am »
i thought of an ingenious idea, but then i realized it's actually kinda stupid:
have one goal! whoever throws it gets the point.
except then, the entire game would take place there...
i also thought of some other, more balanced solutions, except they're more complicated - and no one likes that.
so let's just stick to 2-player soldiball!
bah screw that. let's get a server out with soldiball!
Can't think of anything original to put here...

Offline Swompie

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Re: SOLDIBALL
« Reply #35 on: June 29, 2010, 02:40:02 pm »
I will go on and make more version of soccer, if you wanna call it so.
I already though of a 3-team one, it will be quite funny, 5 teams will be easily possible with the option which makes all players of one team have the same skin, head, hair, ect colors ;p (only turned on because of deathmatch players don't have a teamcolored-shirt)

I will post the script today with explaination how the goals work
Nvm, totally forgot it ;p

Offline L[0ne]R

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Re: SOLDIBALL
« Reply #36 on: June 29, 2010, 05:54:41 pm »
I just got an idea... since you plan on making different versions of this mod, consider this:

A 0-gravity variation of soldiball, where players would move around using weapons with negative recoil (fists can be used for that, so that there are no annoying shooting sounds each time anyone moves). Players could move with higher speed and maps could be made larger.
 
Perhaps several different versions could be made into a single mod, and then switch between each other every few rounds, like in Bombski's multimode.
« Last Edit: June 29, 2010, 10:47:11 pm by L[0ne]R »

Offline -Major-

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Re: SOLDIBALL
« Reply #37 on: June 29, 2010, 10:45:18 pm »
god damn this is fun.

Offline chutem

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Re: SOLDIBALL
« Reply #38 on: June 29, 2010, 10:47:17 pm »
I just got an idea... since you plan on making different versions of this mod, consider this:

A 0-gravity variation of soldiball, where players would move around using weapons with negative recoil (fists can be used for that, so that there are no annoying shooting sounds each time anyone moves). Players could move with higher speed and maps could be made larger.
 
Perhaps several different versions could be made into a single mod, and then switch between each other every few rounds, like on like Bombski's multimode.
Zero gravity sounds awesome!

Someone get an australian server running this.
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Offline Beanjo

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Re: SOLDIBALL
« Reply #39 on: June 30, 2010, 12:12:30 am »
i thought of an ingenious idea, but then i realized it's actually kinda stupid:
have one goal! whoever throws it gets the point.
except then, the entire game would take place there...
i also thought of some other, more balanced solutions, except they're more complicated - and no one likes that.
so let's just stick to 2-player soldiball!
bah screw that. let's get a server out with soldiball!

Maybe you missed this post, but there is a server running Soldiball again.

I don't think the script has been touched since 2007, but with our revived interest in the mod, we've been thinking of a few additions.  We have two specifically in mind at the moment that will most likely be added to the script in the near future:

  • More precise timers for the hold flag, with tenths of a second visible to the player.
  • A way to handle ties via overtime, sudden death, or shootout.  We've been tossing around the idea for a while, but haven't determined the best approach to take.  We do know that no one likes a tie, though.

Since its conception we've also been playing around with different ideas, regarding weapons (weapon mods, weapons for certain set positions, etc.), multiple goal zones, more teams, and... I'm sure there are more that I can't remember.  In the end, we like it how it is—simple and team-focused. Plus, we're lazy (especially in terms of making maps for any drastic variation).

It's great that people more interested in scripting new additions are taking the initiative.  If anyone wants to make a map, we definitely could use some new ones.
hi

Offline zyxstand

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Re: SOLDIBALL
« Reply #40 on: June 30, 2010, 03:02:52 am »
thnx beanjo didn't see that*
well, i do have some free time around now since it's summer...
how are you planning on getting 10th second timer? bot+spawnbullet? thread+sleep?
maybe wait for updating until 270 comes out. it looks like it will have awesome goodies for us (if it ever comes out).

---
i see you also lowered the hold-time to 2-3 seconds - i think that's for the better. imo, i don't think it's a big deal that the timer isn't consistent - at least it's accurate!
« Last Edit: June 30, 2010, 03:42:43 am by zyxstand »
Can't think of anything original to put here...

Offline -Major-

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Re: SOLDIBALL
« Reply #41 on: June 30, 2010, 04:28:05 am »
well, some maps are just redicolus tho... you can take flag as it spawns, prone fly and score a goal with next to no possebilities to stop stopped.

Offline Swompie

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Re: SOLDIBALL
« Reply #42 on: June 30, 2010, 06:54:22 am »
well, some maps are just redicolus tho... you can take flag as it spawns, prone fly and score a goal with next to no possebilities to stop stopped.
Yea, that's one of the main problems, a good team can easily score each ~10 seconds if they know how and play against newbies.


Offline chutem

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Re: SOLDIBALL
« Reply #43 on: July 01, 2010, 12:27:53 am »
The problem is that it turns into a race to the flag, then everyone would just sit where it spawns and it would turn into a game of luck.
-Note I haven't actually played this mode properly.

And then I realise you could defend the goal by flying in front of it.

However I still think bigger maps would be much better, and maybe multiple spawn points for the flag, to randomise where it spawns, obviously it would be limited to different vertical heights, otherwise it would create unbalanced play.
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Offline zyxstand

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Re: SOLDIBALL
« Reply #44 on: July 01, 2010, 02:03:24 am »
The problem is that it turns into a race to the flag, then everyone would just sit where it spawns and it would turn into a game of luck.
-Note I haven't actually played this mode properly.

And then I realise you could defend the goal by flying in front of it.

However I still think bigger maps would be much better, and maybe multiple spawn points for the flag, to randomise where it spawns, obviously it would be limited to different vertical heights, otherwise it would create unbalanced play.

To address your opinions:
big map is not more fun. i can see big maps only for large players. the main problem with big maps is that when a team has momentum, it just drags on too much going from one place to another. and after scoring it's a huge hassle going back. similar to how games in ctf_ash are much more intense than on b2b or run - lots of fast action.
and flag spawning is stupid cuz then you're not helping much defensively (or offensively)...
Can't think of anything original to put here...

Offline chutem

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Re: SOLDIBALL
« Reply #45 on: July 02, 2010, 12:21:59 am »
I see what you mean with map size, my idea was just to make it a little bigger, so that one person can not possibly score themselves upon picking up the respawned flag.

Another suggestion would be to respawn players after each goal, similar to another sporty subgamemode called knife basketball that worked well (it was pretty much exactly the same, exept the map was flat, and you had to get the knife into a "basket").
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Offline L[0ne]R

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Re: SOLDIBALL
« Reply #46 on: July 02, 2010, 05:28:35 pm »
I see what you mean with map size, my idea was just to make it a little bigger, so that one person can not possibly score themselves upon picking up the respawned flag.

Another suggestion would be to respawn players after each goal, similar to another sporty subgamemode called knife basketball that worked well (it was pretty much exactly the same, exept the map was flat, and you had to get the knife into a "basket").
I agree that maps should be made bigger. :S There already are some nice medium-sized ones, but those tiny ones like uniball should be remade.

But I'm against the idea of respawns - lack of respawns is what keeps the flow of the game fast and constant, without any interruptions. I think it should stay that way. :/
« Last Edit: July 02, 2010, 05:31:40 pm by L[0ne]R »

Offline CheeSeMan.

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Re: SOLDIBALL
« Reply #47 on: July 05, 2010, 12:57:18 pm »
its pretty awesome when everyone knows what they are doing, however ye certain maps you can score alone also, theres one map where its impossible to save the goal no matter what...
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Offline Swompie

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Re: SOLDIBALL
« Reply #48 on: July 06, 2010, 11:49:40 am »
I've finished my script so far, all I would need is someone who's willing to host it ;p

Offline As de Espada

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Re: SOLDIBALL
« Reply #49 on: July 06, 2010, 01:11:39 pm »
wouldn't this game have a problem with the power flagthrow?
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Offline Swompie

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Re: SOLDIBALL
« Reply #50 on: July 06, 2010, 01:50:12 pm »
wouldn't this game have a problem with the power flagthrow?
I don't think, not many people know it or atleast they can't really use it ;p

Offline L[0ne]R

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Re: SOLDIBALL
« Reply #51 on: July 06, 2010, 04:02:49 pm »
wouldn't this game have a problem with the power flagthrow?
I don't think, not many people know it or atleast they can't really use it ;p
Yeah, I didn't know about it until now. :S
But even so, you can't really control power throw, so it becomes all about luck. But luck alone won't help you win, especially in Soldiball.

Offline chutem

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Re: SOLDIBALL
« Reply #52 on: July 06, 2010, 05:31:47 pm »
The map I played on had too many obstructions to be able to use the power throw effectively.
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Offline As de Espada

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Re: SOLDIBALL
« Reply #53 on: July 06, 2010, 06:23:51 pm »
The map I played on had too many obstructions to be able to use the power throw effectively.
ahh ok. MAYBE they thought about power flagthrow
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Offline chutem

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Re: SOLDIBALL
« Reply #54 on: July 06, 2010, 09:42:28 pm »
Come to think of it, power throw isn't very effective in wide, low roofed room, which renders it useless in most maps.
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Offline -Major-

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Re: SOLDIBALL
« Reply #55 on: July 07, 2010, 02:01:15 am »
neither is power throw reliable.

Offline Swompie

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Re: SOLDIBALL
« Reply #56 on: July 07, 2010, 12:53:05 pm »
So just added a fat "Pass from playerA to playerB" message ;f Still searching someone who wants to host it ;3

Offline zyxstand

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Re: SOLDIBALL
« Reply #57 on: July 07, 2010, 01:16:20 pm »
Hey Swompie, I was playing the current version, and they have messages for passing, scoring, holding too long in the console for everyone to see. I noticed a problem was that they're all the same color. Could you perhaps color coordinate your messages better? and of course have "GOAL" flash somehow on the screen upon scoring...
Can't think of anything original to put here...

Offline Swompie

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Re: SOLDIBALL
« Reply #58 on: July 07, 2010, 01:24:48 pm »
Gonna add that goal message too if ya want ;p
Also I know they have thousands of messages, but I'm only adding important stuff because in the original script it's just spamming the console imo.