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

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

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Here's a huge scale mod I've been working hard on since v1.0.1:

SRB2Kart: Battle Plus!
BattlePlus.png

wew

You're probably thinking, what is Battle Plus? All it does is add onto the battle experience in the base game by adding more gamemodes to be played, similar to Mario Kart's battle mode! Some of the gamemodes are returning gamemodes from Mario Kart, such as Shine Thief (returning as Emerald Thief) and Shine Runners (returning as Chaos Ring Runners), while some are completely original concepts, such as Egg-fection, a new gamemode based off of infection! Battle Plus also includes Team Battles, and much more!

GamemodeRoulette.gif


Gamemodes as of v2.0
Bumper Battle
BumperBattle.png

Objective: Last one standing wins!
Teams?: Yes

This is the same as vanilla battle mode, only now there's a 3 minute time limit added to the gamemode to prevent rounds from lasting a long time. When the time limit runs out, you're awarded additional points depending on how many bumpers you have. This gamemode also supports teams, too! Work together with your team to be the last team standing.

Ring Runners
RingRunners.png

Objective: Collect the most rings!
Teams?: Yes

RingRunners.gif


Originally a gamemode inspired from Mario Kart's Coin Runners, Ring Runners is now a completely original concept! Periodically, spawn points will appear around the map that will burst rings out of them. The goal is to collect the most rings before the time limit runs out. When you're damaged, you'll drop 15 rings from your total amount (that'll be doubled if you're wanted, too!). Lose too many rings and your ring count will go negative, placing you in Ring Debt! Your score will stay at 0 until you fix your debt problem. As a team gamemode, everyone's rings are tallied up together for a combined amount, with the winning team being the one with the most total rings.

Tip: With a sneaker or pogo spring, you can steal rings directly from a player without having to pick them up!

Emerald Thief
EmeraldThief.png

Objective: Steal the Emerald!
Teams?: Yes

EmeraldThief.gif


A familiar gamemode from Mario Kart: Double Dash and Mario Kart 8 Deluxe (though more based on the latter), Shine Thief returns as Emerald Thief in Battle Plus! An emerald will randomly spawn somewhere on the map at the beginning of the round, and your objective is to steal that emerald and keep it as long as possible until the timer runs out. If the emerald holder is damaged, they'll drop the emerald for someone else to steal. You can steal it directly from them using a sneaker or pogo spring, too! Once the timer runs out, the emerald holder will win the gamemode. As a team gamemode, all players on a team share the same timer rather than individual timers, alongside the timer being longer than in regular Emerald Thief. The team to deplete their timer first wins.

Tip: While holding the emerald, your speed is reduced. Try to juke other players rather than outpacing them!

Mine Blast
MineBlast.png

Objective: Score the most points!
Teams?: Yes

MineBlast.gif


Another returning gamemode from Mario Kart: Double Dash and Mario Kart 8 Deluxe, Bob-omb Blast returns as Mine Blast in Battle Plus! Mine Blast is a pretty laggy chaotic gamemode, the objective on this gamemode is to score the most points by blasting your opponents with Mines! All item boxes will give you mines, and you can continue to collect item boxes to get even more, up to a maximum of 9. You fire mines a little differently in this gamemode, as you can hold item button to charge up the distance you'll throw it. You can still drop mines behind you as well, however you can only set 2 mines on the ground. Depending on how far your throw is, you'll earn more points for directly hitting someone with a mine! Try to go for insane snipes to get a maximum of 3 points! Whoever has the most points when the time limit runs out will win! As a team gamemode, it's all the same, except the team with the combined highest score will win when the time limit runs out!

Tip: Your own mines won't damage you in this gamemode, so don't be afraid to get reckless when firing!

Chaos Ring Runners
ChaosRingRunners.png

Objective:
Collect the most chaos rings!
Teams?: No

ChaosRingRunners.gif


Here's a gamemode hailing from Mario Kart DS, Shine Runners returns as Chaos Ring Runners! In this gamemode you need to collect chaos rings (from Knuckles Chaotix) that spawn around the map. It's important that you hold onto chaos rings you obtain, because when the time limit runs out, all players that have the lowest amount of chaos rings will be eliminated from the game! This'll keep going until there's one remaining player left, so make sure you have the most! Even after being eliminated, you can cause chaos for the people still remaining as a karma bomb! Guard chaos rings from being collected and put pressure on the remaining players, or help them out with karma items.

Tip: You can see who has the most chaos rings at a quick glance using the rankings at the left (outside of splitscreen), try to focus them down if you need chaos rings! Especially if they're wanted!

Hooligan Roundup
HooliganRoundup.png

Objective:
Escape the law together/Capture all the Hooligans!
Teams?: Always

HooliganRoundup.gif


Inspired by Mario Kart 8 Deluxe's Renegade Roundup, Hooligan Roundup is the first team exclusive gamemode in Battle Plus! The first team are the Hooligans, and must evade the second team who acts as the cops! The cops have Mega Choppers (from Sonic 3's Hydrocity) to capture the Hooligans with, as they'll lock on and nip them at a close range. Once captured, they'll be sent to a jail somewhere on the map. Hooligans can free teammates by making their way to the jail and directly making contact with the main body of it, releasing the captured Hooligans. The Hooligans win by having at least one remaining when the time limit runs out, while the cops win by having all Hooligans captured before the time limit runs out!

Tip: Cops should try to focus on defending a jail from Hooligans attempting to free their teammates! Co-operation is key to winning.

Egg-fection
Egg-fection.png

Objective:
Avoid the Metal Virus!
Teams?: No

Eggfection.gif


Another original gamemode, Egg-fection is an infection gamemode inspired by the Metal Virus arc from the IDW comics! One player is randomly infected at the beginning of the game, and then everyone must avoid that player to avoid being infected! Infected players can spread the Metal Virus through direct contact or through item usage, although When a player is infected, every remaining player will receive points, alongside the player who infected them getting points too. The gamemode will end when either every player is infected with the Metal Virus, or surviving players can survive until the time limit runs out.

Tip: Items that'll infect you will be grey and dripping with the Metal Virus, stay vigilant and don't get infected from them!

There's more?!

Yup! There are even more gamemodes to be selected from within Battle Plus! Although, compared to the others, these gamemodes are a bit more... special. They have a way lower chance of being selected compared to the other gamemodes listed above, but you'll know when one's been selected...

Of course with lots of gamemodes there are lots of commands to go along with them, all listed in the spoiler below.
bp_forcegamemode: Forces a specific gamemode to be selected.
bp_teams: Changes how team gamemodes are selected at the beginning of the round. 0 = Never, 1 = On (Randomly selected), 2 = Forced. Defaults to 1.
bp_gamemodehell: Changes how hell gamemodes are selected at the beginning of the round. 0 = Never, 1 = On (Randomly selected), 2 = Forced. Defaults to 1.
bp_team1color: Locally changes the colour of the first team in team gamemodes.
bp_team2color: Locally changes the colour of the second team in team gamemodes.

bp_bb_timelimit: Changes the time limit for Bumper Battle.
bp_bb_bumpers: Changes how many bumpers players spawn with in Bumper Battle.

bp_rr_timelimit: Changes the time limit for Ring Runners.

bp_et_countdown: Changes the starting countdown before a player wins with the emerald in Emerald Thief.

bp_mb_timelimit: Changes the time limit for Mine Blast.
bp_mb_bumpbers: Changes how many bumpers players spawn with in Mine Blast.
bp_mb_minelimit: Changes the maximum amount of Mines you can have in Mine Blast.
bp_mb_throwlimit: Changes the maximum amount of Mines you can have thrown at one time in Mine Blast.
bp_mb_deploylimit: Changes the maximum amount of Mines you can have deployed at one time in Mine Blast.

bp_hr_timelimit: Changes the time limit for Hooligan Roundup.

bp_ef_timelimit: Changes the time limit for Egg-fection.

As of version 2.0, this now also doubles as a framework for custom gamemodes, you can add separate files and have more gamemodes included in them! I'll have a documentation on this in the future.

Finally, I'd like to thank:

Lat': Coding assistance
TelosTurntable: Various sprite work assistance
ampersand: Font drawing code
LJ Sonik: Pseudorandom numbers library
And all my friends for helping me test this, this wouldn't have been possible without them!

v2.0:
  • General Changes:
    • The whole code framework has been rewritten from the ground up! This has allowed me to expand Battle Plus' capabilities much more than in v1.1.
    • 3 new main gamemodes have been added, with 1 additional hidden hell gamemode!
      • Chaos Ring Runners:
        • Inspired by Shine Runners from Mario Kart DS, Chaos Ring Runners is a gamemode where you have to collect Chaos Rings (From Knuckles Chaotix) to avoid elimination!
        • After the 1 minute countdown, players with the least amount of Chaos Rings will be eliminated!
          • Even after elimination, though, you can still cause chaos for surviving players as a karma bomb! Prevent players from getting Chaos Rings!
        • The gamemode won't end until there's one surviving player, make sure you have the most Chaos Rings!
      • Hooligan Roundup:
        • Inspired by Renegade Roundup from Mario Kart 8 Deluxe, Hooligan Roundup is the first team exclusive gamemode in Battle Plus!
        • The blue team are the Hooligans, they must escape the red team until the time limit runs out to win the game!
        • The red team are the Cops, they have to capture all the Hooligans using their Mega Choppers before the time limit runs out!
          • The Mega Choppers will home in on nearby Hooligans when you get close enough, they'll even sound an alarm to alert them of your presence!
          • If spun out, the Mega Chopper will be destroyed, allowing Hooligans to get away! They'll respawn a short while after being destroyed.
        • This gamemode is all about strategy and coordination! After a Hooligan has been captured, another Hooligan can rescue them by releasing them from their jail once they're jailed on the map!
      • Egg-fection:
        • Egg-fection is an original gamemode where there's been an outbreak of the Metal Virus (from the IDW Comics) in the battle arena!
        • One player is infected at random at the beginning of the round, that player must then go on to spread the infection among the other battlers.
          • The Metal Virus is spread through direct contact or by hitting them with an item. Items that are infected are highlighted accordingly, stay vigilant!
          • When a player is infected, every surviving player will receive a point for survival! The player who infected them will get points, too.
        • Infected players have a slower driving speed, stay ahead of them to avoid being infected!
        • The gamemode ends when either all players are infected or the time limit runs out.
    • As with the other hell gamemodes, the new hell gamemode will remain undocumented for awhile!
    • Team gamemodes can now appear with uneven players, but with a much lower chance.
    • A new algorithm for creating teams is used, allowing more combinations of players compared to the old linear assigning method.
    • Gamemode Hell has been made a bit more common, allowing for the hell gamemodes to be seen more often.
      • They are even more common on hell maps, too!
    • 2 new general commands have been added:
      • bp_team1color: Changes the colour of the first team in team gamemodes. This command is local, so change it to your preference!
      • bp_team2color: Same as bp_team1color, but for the second team!
        • Additionally, bp_forcegamemode, bp_forcegamemode_teams and bp_forcegamemode_hell have all been merged into one command.
    • Who Turned Out The Lights? has been removed from Battle Plus, now Battle Plus is purely just gamemodes. (Maybe I'll put it in a future map pack??)
      • This also means this mod's prefix is now KL, rather than KBL, as it has no maps in it.
  • Bumper Battle changes:
    • Due to the new framework, the HUD will now flash red when you have 1 bumper remaining!
      • This change also applies to any gamemode with bumpers!
    • Gamemode icon has been updated, courtesy of TelosTurntable.
  • Ring Runners changes:
    • This gamemode has been completely reworked! Rings will no longer spawn all over the map, but instead burst out from item box locations at set intervals.
      • Spawnpoints will burst up to 21 rings before despawning, drive to their location on the minimap to collect them!
      • Not only does this improve framerate, but this also means a lot more player interaction will happen within a round, as players will meet up more often.
      • This also means map packs no longer need Lua to be supported for Battle Plus, it's all done internally now as item boxes are used as spawn points!
    • Rings will now show up on the side rankings, displaying how many rings a player currently has.
      • The small ring represents 1 ring, medium represents 5 rings and large represents 25 rings.
    • Players that bump into eachother now burst out rings. The lighter character will burst out more rings.
    • Upon taking damage, players now consistently lose 15 rings no matter what damaged them.
    • Rings will now burst out in a random pattern, rather than a set pattern.
    • After being bursted out, rings will now bounce across the floor like traditional rings.
    • Gamemode icon has been updated, courtesy of TelosTurntable.
  • Emerald Thief changes:
    • This gamemode now supports teams! Players on a team must work together to hold the emerald until they win.
    • The emerald is now tracked on the map itself, showing a visual indicator on the screen for where it currently is.
    • Players that hold the emerald will now burst out item boxes for chasing players to pickup.
      • This should fix scenarios where the emerald holder could bring the emerald to a place with no items for an easy win.
    • When stealing the Emerald while using invincibility, grow or a hyudoro, you'll now instantly return to normal.
      • Holding the item won't help either, you'll instantly drop it upon stealing the emerald.
    • You can now steal the emerald during invulnerability frames.
      • However, this doesn't apply if you drop the emerald due to respawning, you'll have to wait it out!
    • Players holding the emerald now receive karma items, increasing their item odds!
      • Item odds in general have been rewritten for the gamemode.
    • When flung, the emerald will now bounce on the floor instead of snapping to it.
    • The emerald should now display correctly during splitscreen.
    • The emeralds now have actual sprites instead of sprite rips. (Thanks Telos!)
    • While stolen, the emerald will change to the colour of who stole it as a nice cosmetic change.
    • Thanks to v.drawOnMinimap being introduced since v1.1, the emerald will now display accurately on the minimap.
    • Like Ring Runners, the emerald will now spawn from an item box location. No additional Lua work required for custom map support!
    • Gamemode icon has been updated, courtesy of TelosTurntable.
  • Mine Blast changes:
    • The scoring system has been completely overhauled! You'll now get more points based for directly sniping someone from a distance!*
      • The score is actually calculated by travel time rather than travel distance to account for bank shots.
      • Hitting someone for a maximum of 3 points will play the banana snipe sound. Satisfying!
      • You'll still get a minimum of 2 points for sidelining someone.
      • Even though the wanted display still shows, you wont get more points for hitting them.
        • I'll work on removing the wanted overhead display in a later version.
      • The amount of mines you have placed on the map are now tracked on your HUD at the bottom left, above your bumpers.
        • It'll flash red when you have the maximum amount of mines placed on the map!
    • Getting hit directly by a mine will no longer cause you to drop your mines.
      • However, you'll still lose them upon being sidelined!
    • Charging up a throw now causes you to flash, look out for people charging their shots!
    • Hitting someone directly with a mine now properly blows up the mine instead of it being punted away.
  • Hot Eggtato changes:[/B]
    • This gamemode is now a hell gamemode! As much as I personally liked the gamemode, it was hard to make a gamemode of this structure work within SRB2Kart.
      • Don't worry, this isn't the new hell gamemode in this update!
    • Because of this, however, the gamemode is now a lot more hectic! Multiple people can now be tagged at once!
    • Players that are tagged at the beginning of rounds is now not completely random outside of the first tag.
      • Players that stay in one spot are more likely to be tagged than ones constantly on the move to disencourage camping.
      • Players that respawn will always be tagged. No exceptions. (Unless enough people have already been tagged)
        • Additionally, respawning when it's down to the final 2 players will tag you on the spot.
    • Upon being tagged, you'll now receive an item if you don't already have one.
      • Additionally, you'll have greater item odds as you'll receive constant karma items!
    • Tagged players will now be marked on the screen according to where they are relative to you, similar to Emerald Thief's emerald.
  • Sink Deathmatch changes:
    • This gamemode now supports teams!
      • Hitting a teammate with your kitchen sink will display to the whole server your malicious act of teamkilling.
    • Sinks spawned during overtime now have a more varied trajectory when falling, watch out!
  • Item Rain changes:
    • Mines drop much less frequently now, improving the framerate drastically as they explode on their own in this gamemode.
  • Randomizer changes:
    • This gamemode now supports teams!
    • Now has an optional time limit via commands.
  • Modding changes:
    • Map Packs no longer need to add Battle Plus support for battle maps! This was briefly touched on earlier in the changelog, but this should be a massive convenience for battle map creators.
      • This is because Ring Runners and Emerald Thief now use item boxes as the bases for spawnpoints rather than lua tables.
    • Additional gamemodes are now entirely possible to add in separate files! This was one of my goals with this update, and it's now been fully realised!
      • This is possible because of the new framework Battle Plus runs on with this update, creating gamemodes should be a breeze!
      • I'll be writing up a full documentation on how to do this in the future.

v1.1:
  • General changes:
    • Lag has been reduced tremendously overall! In the previous version, Battle Plus was very laggy due to a excessive HUD element, which could even affect race. This is no longer the case, and race is now completely unaffected by Battle Plus.
    • Scripts in general have been made more optimized.
    • In Splitscreen, the time limit is now displayed in gamemodes that have one.
    • Time limit related commands now print out what the time limit is set to when changed, akin to the default timelimit command.
    • The time left in gamemodes that have a time limit is now displayed on the scoreboard.
  • Team Battle changes:
    • Team Battles now only occur with an even amount of players. This is so there are equal players on both teams. (Although if someone leaves the game that's just tough luck sadly)
    • The total score for each team is now always displayed on the HUD, the team currently winning even flashes during the last minute of a gamemode! (The winning team also takes into account bonus bumpers in Team Bumper Battle)
    • During Karma Comeback, if you hit someone with your bomb or give them an eggman itembox and your team only has one left in the game, you'll be instantly brought back in.
  • Bumper Battle changes:
    • The time limit can now be disabled entirely if you prefer Bumper Battle without a time limit, as it is without Battle Plus.
  • Ring Runners changes:
    • Players in debt now have a display above their head akin to being wanted, so now you can tell who's in debt easier.
    • Rings now burst more vertically when blown up by an explosion.
    • The map object scale is now taken into account for ring bursting, ring detection range, etc.
  • Emerald Thief changes:
    • Itemboxes now respawn like they do in race, after being collected another one will pop up after 3 seconds have passed.
    • Sneakers are now way less common.
    • The Emerald now bursts more vertically when blown up by an explosion.
    • The map object scale is now taken into account for Emerald bursting.
  • Mine Blast changes:
    • Mines now use a lesser explosion within Mine Blast only. These explosions tone down the particles by making them not visible, as well as reducing transparency to overall present a much stabler frame rate.
    • You cannot throw another Mine until the one you have already thrown has landed and exploded. The limit before preventing you from throwing more Mines can be changed with the new command: bp_bb_throwlimit. (Defaults to 1)
    • You can now only have 2 mines deployed on the floor at one time. This means server nukes by planting multiple bombs next to eachother are effectively prevented now. The limit before preventing you from deploying more Mines on the floor behind you can be changed with the new command: bp_bb_deploylimit. (Defaults to 2)
    • Dropped items are now collected properly, correctly adding to your total Mine count.
    • Fixed a player's Mine count not being correctly reset after being blown up.
    • Mine's trajectories now scale properly with the map object scale.
    • The holding charge mechanic has been remapped to holding back on your directional movement keys instead of break, so you can now reverse and charge your throw strength.
  • Hot Egg-tato changes:
    • The points system has been reworked entirely! Points are now awarded when a player is eliminated. You get 3 points if you weren't tagged at all until the player was eliminated, and 2 points if you were tagged, but managed to pass it off to someone in time. (Being selected to start out being tagged won't lock you out of 3 points though, so don't worry)
  • Sink Deathmatch changes:
    • Hitting yourself with your own sink now globally announces your complete and utter failure, for shame.
    • If you somehow, by all odds, survive long enough in overtime, it should no longer produce a modulo by zero error.
  • Item Rain changes:
    • Items now spawn in smaller clusters, now only spawning up to 3 hazards and up to 3 items.
    • Hazards and items now despawn after 15 seconds to prevent the buildup of hazards slowly increasing lag.
  • Modding changes:
    • Custom maps can now be loaded before Battle Plus is added! Although, maps released before v1.1 will have to be updated to add something to their WAD/PK3s, for more detail read the updated documentation.

v1.0.1:
  • Team Gamemode changes:
    • During Karma Comeback, you can no longer blow up your teammates/give them Eggboxes to gain karma points. Additionally, you don't gain any karma points for giving items to the opposing team anymore.
  • Ring Runners changes:
    • Joining the game late no longer makes you lose 15 rings.
  • Emerald Thief changes:
    • If the Emerald falls into a death pit, it now respawns instantly.
      • Additionally, because of how P_CheckDeathPitCollide() works with goop, an edited version of Techno Hill is included in this version to add a death pit to the floor of the outer area.
    • During invulnerability frames, you can no longer steal the Emerald.
    • The Emerald only takes 10 seconds to respawn if it gets stuck in an unreachable area now, opposed to the old 20 seconds to respawn.
      • It also flashes on the minimap when it's about to respawn now, too!
  • Mine Blast changes:
    • When collecting additional Mines from Itemboxes, the hitbox has been increased to match that of it's usual size.
    • You now correctly start out with 5 Bumpers if you join late.
      • Subsequent joins won't refill your bumpers, though, so don't think you can cheese with this change.
  • Hot Egg-tato changes:
    • You can no longer tag players in their invulnerability frames after they spin out.
      • You can still tag them while they're spinning out before they start flashing, though.
    • The one and a half second invulnerability from being tagged after passing on the Hot Egg-tato to someone else has been made noticeable now.
    • Manually changing the starting countdown to a value too high no longer produces a modulo by zero error.
    • Fixed a Lua error relating to the damage function when there is no source.

v1.0:
  • Initial release.

With that all out of the way, I hope you all enjoy Battle Plus as much as I did making it, happy battling!
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Snu
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  1. Version 2.0 is finally out!

    This update is probably the longest I've spent constantly working on a project, but I'm finally...

Latest reviews

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.
Upvote 0
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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