SRB2Kart: Battle Plus! (KL_bp-v2.0.pk3)

SRB2Kart: Battle Plus! (KL_bp-v2.0.pk3) v2.0

its okay 10chars
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its aight 10chars
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Battle Mode Plus revitalizes battle mode for any server, my small casual server would never play on battle mode until V2 was uploaded, now we enjoy a lot of the gamemodes. A must have for any server, to be quite honest.
Snu
Snu
I'm glad your server is having fun with battle now! Adding on to the battle experience was always my goal with this, so hearing people having a good time with this is always great to hear.
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Battle Plus v2 is not just an improvement, but an evolution of v1 battle in all respects. I don't see any reason to play the default Battle Mode when Plus adds so many things that makes battle so much more enjoyable and pleasant. The improvements on top of v1.1 that allows to create custom gamemodes for BP will also greatly increase its replayability as soon as programmers get to sink their teeth in the codebase.

However, I will say that although all of the custom modes are very fun, polished and thought-out (seriously, there's some good ideas here!), I feel there are some flaws that prevent me from truly enjoying them.

There's various (hell) gamemodes that don't have a time limit (Randomizer, Item Rain, Emerald Thief, to name a few). I don't see why the former two shouldn't, since they're Bumper Battles with an extra mechanic added on top. Emerald Thief should have a timer as a failsafe - I've been involved in so many chaotic fights in Emerald Thief that have gone for longer than +5 minutes just because whoever holds the emerald in a big netgame will not hold it for long. A 5-minute time limit would help here.

Chaos Ring Runners is strange, because the rules don't feel evident even if you get a gist of what it is about. People with the least rings get eliminated, but sometimes you're not too sure if you have enough if there's too many players by checking the miniranking.
Curiously, you did add the ! exclamation bubble on top of players who have none, so my thought is that it was the indicator of if you have enough rings. Cue my confusion when I die with one chaos ring.
There's also no reward for Karma SPBing people. Normally this is the incentive for players to keep playing even after dying, but I've seen people either AFK or do nothing or just doing it out of spite. This mechanic should be retrofitted back - I don't see why players shouldn't be able to come back into this gamemode.

Hooligan Roundup is excellent - my favourite gamemode. The only real problem I've seen is that jails don't split as often as they should, so I will often see cops camping (which is incredibly favourable for the cops due to their extra range), and sometimes the players' jailed position, depending on the level, may have them fall into death. Also, players who get freed might get immediately chomped, which is not exactly fun. I've seen someone suggest that players should naturally respawn into the level instead to prevent these issues and I'm inclined to agree to it being a proper fix.

Ring Runners is something I find fun because of the alternative win method. However Ring Debt sucks so much, and makes it really difficult to come back into a positive number if you keep getting hit. I know the game makes it a little easier on you if you're in debt, but it doesn't feel enough. But overall I do think this is a great gamemode.

Egg-fection has a similar problem Virus (another gamemode on the MB) had - it's hard to tell who's infected at a glance. I recommend setting the players' sprites to fullbright, colorize them, and do as much as you can to make this evident. However, I have to praise you for the decision to make item hits also count as infections, it helps a lot with the pace of this gamemode.

I'm also going to say it: Ringslingers absolutely rocks. Please make this a regular rotation gamemode.

All in all, congratulations on the v2 release! This was a lot of fun to try out on release and it was definitely one of the most exciting releases in the MB for a while. Please keep up the good work.
Snu
Snu
Thanks for the review, I'm glad you enjoyed v2's release!

Emerald Thief probably won't get a time limit, but rather a change that'll allow people to get away from the crowd a lot easier, preventing stalemates, which I have planned for an upcoming update in the future. A time limit would go against the main point of the gamemode for me.
The ! marker in Chaos Ring Runners is 100% for people with the least amount of rings, if it's not doing that then there may be something wrong? But I don't think there is from what I tested... I'll double-check it sometime to be absolutely certain. When you're in risk of elimination in Chaos Ring Runners, the numbers on the HUD will flash red, but I can definitely see that not being as noticeable as it could be, so I will work on making it more noticeable. Finally, Karma SPBing people is purely there to cause chaos for remaining players. Chaos Ring Runners is an elimination gamemode through-and-through, once you're eliminated that's it. If you could Karma SPB someone to get back into the game (and maybe steal their place) that'd be unfair to the players that worked hard to survive till that point for me, so being able to be a Karma SPB is just there to make it so there's still something to do after elimination.
For Hooligan Roundup, the jails splitting can end up being powerful for both sides so it's a bit hard to balance from my experience developing this. When jail splits were a lot more common the Hooligans had a massive advantage as there was more for the cops to defend, while a single jail could be saved by one Hooligan with clever use of items, so I think I found a hard but good sweetspot with the jails. In terms of respawning, Hooligans get a grace period when they're released where they can't be captured (as of v2, it's 2 and a half seconds), but increasing that grace period isn't out of the question either, I could see to increasing it. Respawning the players outright could get unfair for the cops as respawn positions would be random, the cops would have to adapt on the fly so I'm not sure that's the best solution? I haven't seen too many cases where the player can fall off the map straight away, but it's true that there's definitely some cases for maps where that can happen. I'll revise the code on where player's are held in the next version to try and account for this (though some good examples of maps this can happen in would definitely be appreciated!).
Ring debt in Ring Runners 100% sucks, I agree fully. I tried my best to make it easy to come back from it but it's clear that it doesn't work, so I'll try my best to make it less polarizing in a future update.
For Egg-fection, I agree it's hard to tell who's infected. I'll definitely be updating the visuals on infected players to make them more visible as a threat! I just wasn't personally sure what to do aside from colourizing them alongside adding a dripping Metal Virus effect while developing it, so I'll be looking for more ways to make them more visible.
I'm glad you enjoyed the new gamemode too! I tried my best to keep the gamemode under wraps for this release, and I had a blast coding it too!

Overall, thanks for the in-depth review! I'll definitely take this feedback into account while working on the update, so thanks for taking the time to write this, I'm glad your experience was a positive one with this update!
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