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Thokker - Let's play "Kick the Crawla"! Details »»
Thokker - Let's play "Kick the Crawla"!
Version: 1.1.1, by RedEnchilada (happy, pretty, lovely!) RedEnchilada is offline
Developer Last Online: Aug 2017

Category: Version: SRB2 Rating: (13 votes - 4.62 average)
Released: 02-21-2016 Last Update: Never Installs: 6
Multiplayer Levels Scripts Sprites/Graphics



hoo boy, we should've had this out MONTHS ago

What is it?

Thokker is a new team-based gametype inspired by soccer. Kick a variety of balls through a variety of maps, and try to be the first to score three goals on your opponents! Character stat tweaks and balances have also been made, so everyone is a viable team player.


What kind of balances?

I'm glad you asked!

Sonic has a slightly nerfed thok, BUT he's still by far the best offensive player for moving the ball around due to his sheer speed.

Tails makes a good goalie, because his flight creates gusts of wind that push the ball away from him.

Knuckles is a defensive wall, thanks to his ability to bowl over other players by gliding into them. (Balance-wise, his climbing was also sped up)


Maps?


We're shipping with 15 maps, categorized into four sets.

Spoiler: The Vanilla Set

A set of maps based on levels from the SRB2 single player campaign.


Green Cove - The smallest map in the pack. The ledges by the bridges are a great place to shoot a goal from.


Tumbleweed Canyon - An average-sized canyon map. Trenches toward the middle allow for some tricky jukes with the ball. (Fun fact: this was the first Thokker map designed!)


Courtyard Eggman - A wide open courtyard means plenty of room to run. Take it down to the dungeon for some up-close-and-personal action!


Spoiler: The Fanservice Set

A set of maps based on various addon levels.


Danger Forest - A fierce showdown in the streets. The fences strewn about are great to kick the ball around and sneak up on the goal with.


Sonic's Schoolhouse - The only Thokker map with mirrored symmetry in the pack. Try to kick the ball all the way through the goal and make it out the other end!


Glacier Gear - An uphill trek with sticky goop in the middle. The ramps leading up to the goal can be pulled down by standing on a button, forcing the other team to take the long way around.


Spoiler: The Crossover Set

A set of levels inspired by games that aren't SRB2.


Treasure Town - Inspired by Pokemon Mystery Dungeon. The gates for each team open and close on a timer, but you can still kick the ball over with a well-placed spindash!


Claws For Alarm - Inspired by Bubsy 3D. I don't know why VAda made this, but it completes the set.


Big Shell Plant - Inspired by Metal Gear Solid. The largest Thokker map in the pack. Don't kick the ball off the side!*

*you cannot actually kick the ball off the side


Spoiler: The Community Set

A set of levels made by other community members.


Nameless Base - Oh no.


Rocket Run - LEGO of your inhibitions and boot the tire around the racetrack, using the teleports to your advantage!


Ancient Relic - A night-time desert map. This is basically the best map in the game.


Geyser Gush - It's time to get wet.


Slime Station - A simple chemical plant is the perfect place to have a game of... Brakker.


Petroleum Refinery - Fight your way through the industrial park to the challenging aerial goals.



But who made it?

Thokker is brought to you primarily by Team Smiles, composed of the following:

RedEnchilada - Main concept, project head, main EXE development, Lua script development, level design (Green Cove, Tumbleweed Canyon, Treasure Town), slapdash logo
toaster - Project second-in-command, Lua script development, graphics, level design (Danger Forest, Glacier Gear)
chi.miru - Assistant EXE development, level design (Big Shell Plant)
Boinciel - Level design (Courtyard Eggman, Sonic's Schoolhouse)


In addition, the following maps were made by other community members:

VAdaPEGA - Claws For Alarm
Nekoishi - Nameless Base
DrTapeworm - Ancient Relic
Knux576 - Rocket Run, Slime Station
TehRealSalt - Geyser Gush
CoatRack - Petroleum Refinery


Last but not least, a large portion of #srb2fun also helped with testing and provided feedback, and their numbers are too numerous to list here. (read: I forgot who all joined the netgames) This project wouldn't be where it is without them.

Download Now

File Type: zip thokker-v1-1-1.zip (10.90 MB, 1416 views)

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Comments
Old 02-22-2016   #22
MetalKnux101
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Quote:
Originally Posted by toaster View Post
Green Cove IS Pokemon Soccer, but nobody on the devteam wanted a dead Pikachu head ball. Meanwhile I like your Zim map concept but I don't really know anything about Zim. Maybe if AJ ever wants to get back into mapping..?
I'm sure other people on your dev team do. If not, just reference the 1.09.4 map and use some of the textures from it, or revamp them.

Another amazing idea from my brilliance: A Sweetbro and Helljeff map where you have to take The Big Mans game away and score the ball in the hoop.

Last edited by MetalKnux101; 02-22-2016 at 12:33 AM.
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Old 02-22-2016   #23
RedEnchilada
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Originally Posted by MetalKnux101 View Post
Another amazing idea from my brilliance:
Do us a favor, grab this, and make these maps yourself. We aren't going to make your ideas happen for you.
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Old 02-22-2016   #24
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They were suggestions. Was not telling anyone to make them.

Maybe I should give it a try though.
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Old 02-22-2016   #25
RedEnchilada
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I don't believe that you're posting these non-stop ideas and not expecting someone to go make it for you.

And please do! A Thokker map takes maybe two hours to make, at least for a first draft.
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Old 02-22-2016   #26
MetalKnux101
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I think I will. Zone Builder looks fairly user friendly compared to the original Doom Builder, which I would never even bother with.

---------- Post added at 09:42 PM ---------- Previous post was at 07:45 PM ----------

I just wanted to mention, I think how Knuckles can stun players by gliding into them is an interesting mechanic. This would actually be cool to see worked into vanilla Match/CTF to make Knuckles capable of defending himself better against Sonic players.
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Old 02-22-2016   #27
Rumia1
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Alright, since there are no servers up, I haven't been able to test the actual gametype out, but from what I've seen (videos and just playing some maps with slopes in them), this looks really awesome!

I do have one thing I need to ask, and I hate that I even have to ask, but could you please include a DirectDraw build in the zip file? For some reason, SDL2 does not like my sound card or driver or whatever. It's such a shame because SDL2 seems to run really nicely, but the sound when using it doesn't work at all, it's choppy, laggy, and just not fun to use for this reason.
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Old 02-22-2016   #28
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Oh boy, I wonder how Red will respond to "the depreciated exe". He's not really a fan of is now.
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Old 02-22-2016   #29
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Originally Posted by Rumia1 View Post
I do have one thing I need to ask, and I hate that I even have to ask, but could you please include a DirectDraw build in the zip file? For some reason, SDL2 does not like my sound card or driver or whatever. It's such a shame because SDL2 seems to run really nicely, but the sound when using it doesn't work at all, it's choppy, laggy, and just not fun to use for this reason.
I'm having similar problems, and it also lag-spikes quite often for me as well. It'd be good to keep that option for people that have issues with SDL2. Sorry Red.
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Old 02-22-2016   #30
Rumia1
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I found... something out... if I warp to a map when loading the game up, it fixes the sound issues SOMEHOW (but only sometimes...?), I'm not sure if this is more of a bug then just an issue with my sound card since this is the case.
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Last edited by Rumia1; 02-22-2016 at 03:56 AM.
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Old 02-22-2016   #31
犬夜叉
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Here's an odd question:

What's "cpuaffinity" set to?

And then after you check that, set it to -1 and check again.
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Old 02-22-2016   #32
Rumia1
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Quote:
Originally Posted by 犬夜叉 View Post
Here's an odd question:

What's "cpuaffinity" set to?

And then after you check that, set it to -1 and check again.
It was set to 1, I've set it to -1 now and it works fine, I don't recall messing with the variable at all, in fact I haven't touched SDL2 since the release of 2.1 so there shouldn't have been any reason as to why it was set otherwise. Thank you though.
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Old 02-22-2016   #33
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review:
it's like rocket league except good
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Old 02-22-2016   #34
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Review:

Great new alternative to Capture the Flag. Plus it's way more competitive and fun. Things to critique about, the lag
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Old 02-22-2016   #35
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I hope you're all happy with your shiny new slopes exe. I sure am.
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Old 02-22-2016   #36
RomioTheBadass
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I was really lucky to find a server started using this yesterday, and it was Pretty fun, Really nice idea .
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Old 02-22-2016   #37
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Cool, it's finally released! Too bad it only includes the SDL2 build, since I do have some problems with it, like, when I'm turning around slowly, it's all fine, but when I turn around fast, then I turn around more than I do in DirectDraw. So, when I'd normally expect to turn by 180 degrees, I turn ~225. (I use the mouse)
So I suppose you should either fix that problem, or include the DirectDraw build...
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Old 02-22-2016   #38
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Quote:
Originally Posted by ~Confusion~ View Post
-Request for Direct-Draw version-
Here you go, a neat Zip with srb2balldd.exe and r_opengl.dll: [LINK] Disclaimer: I didn't test it. Maybe direct-draw was left out on purpose because slopes might not render? Note that the Zip will be removed from the site in 48-ish hours.
Make sure to click the cyan-blue download button beneath the "uploaded on, accessible until, downloads [number]" info, not one of the ads. (If you have adblock, don't worry about the ads.) My usual ad-free file-sharing service is being finnicky, so I couldn't upload it there.

Also, I compiled it off from the "exact commit SHA" in the opening post, so it should be fully netgame compatible and stuff with the SDL2 build (I think), but you'll still need the files in the Zip from the opening post of this thread.

Last edited by Zwip-Zwap Zapony; 02-22-2016 at 03:39 PM. Reason: Reworded "the exe" into "srb2balldd.exe". Also added a line-break, and also the untested disclaimer.
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Old 02-22-2016   #39
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This mod is very well made, this is like the football, but futuristic version XD.
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Old 02-22-2016   #40
Mr Chezz
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Personally, I think it'd be cool if there was some visual representation of Tails's "gust of wind". Like, just something simple to give the player a better idea of the general range it covers. Of course I realize that playing the game extensively would help with adjusting to an extent, but I feel like being able to physically see the area of effect in some shape or form would be helpful too.

Also, the guys in my server came across a glitch with the ball getting stuck in the ground on Treasure Town. Not sure on the exact details, but it has to do with some interaction with the fence and the ball(and possibly the player too?)

That being said, this mod is a barrel of fun man! Props to you and everyone who contributed. Hmm, maybe I'll make some maps as well. Could be fun! =3
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This needs to be in 2.2 too

Last edited by Mr Chezz; 02-22-2016 at 06:24 PM.
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Old 02-22-2016   #41
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I think the ball needs to be bigger. Due to the high pace this game has, hitting it is next to impossible a lot of the time.

Other than that, I'm having a lot of fun.
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