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It's probably just me but... the BattleMod ZoneBuilder configuration file in the Mapper's Manual word doc is still broken, putting that file in the configuration folder still gives me an error that renders me unable to make a battle map.
 
this is the message i get; and yes, I put the config file in the configurations file where the manual says it should be. (PC username) is just a substitute name for what my laptop username actually is:

Unable to load the game configuration file "SRB2-Battle-70.cfg". Error in file "C:\Users\(PC USERNAME)\Desktop\SRB2 zone builder\Configurations\SRB2-Battle-70.cfg" near line 9: Unable to include file 'C:\Users\(PC USERNAME)\Desktop\SRB2 zone builder\Configurations\SRB2-22.cfg'. FileNotFoundException: Could not find file 'C:\(PC USERNAME)\Desktop\SRB2 zone builder\Configurations\SRB2-22.cfg'.
 
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Cobalt I have just figured out one thing that is wrong with your mod and always has been. It's the instant retaliation. You hit somebody, and they can just thok you and you're unable to do anything to not get hit, as most super moves will leave you vulnerable. Getting hit allows you to do a Energy Blast, (Fang was able to use Popgun, i dont know if he can still), and this is even more of an issue now as you dont even need rings to use special moves, you just have to wait very very very slightly longer.
Most may disagree with me on this but I do not like the arena maps, there are usually pits everywhere and even bouncing off an enemy with the bounce move will just bounce you into a pit, punishing the player for hitting the enemy. I do not know if the ring and shield system is good for this kind of battle game, as hitting enemies in survival feels like you aren't doing anything UNLESS you knock them into a pit. It overall doesn't feel fun to play. You're punished for attacking enemies like metal sonic, who can energy blast, and Sonic who can insta-thok. Maybe there's some way you could disable abilities while you have invincibility from being hurt? Maybe you've already done it and the code is broken because you have put enough work into the mod as is and you have a life outside of SRB2? I mean, it's a possibility. I've always been a fan of Battle, but I don't know what exactly changed in the newer updates, it seems kind of weird. Maybe it's just some sort of nostalgia thing and I remember it being better than it actually was. Or just personal preference. Anyway thanks for making this mod, I know I often say dumb shit or act like I don't know stuff, or am just annoying sometimes, so sorry.
 
Cobalt I have just figured out one thing that is wrong with your mod and always has been...
Well there is a way you can prevent this instant retaliation from a player, that was necessary since 6.1 and that's the parry. The parry meta is kinda difficult to understand, but the shortest is that if you hit someone and then if you manage to parry them, they will lose their invincibility frames allowing you to hit them once again, giving the oportunity to do this until they die or stop falling in the parry. About the arena/survival maps, I kinda agree with you here since they have a ton of pits but this is necessary in order to have punishment for doing a bad move in these. In fact, survival would be only running from the enemies and... that's it? since there is no pits and no punishment for running everywhere. Yeah, survival may not feel like the most competitive gamemode but let me tell you, if the point of that match is a 1v1 (since arena is kind of unfair in this) and you and the other player are trying to fight eachother and not running. I like your point of view, but I think that battle mod has improved a lot in terms of playability and game modes and there's also a meta game since then. Also one last thing, if you didn't knew, parry is normal fire.
 
We just need Modern Versions of the Main Cast plus Gamma and An 2.2 Resprite of Cream + the Maps of the GBA Classic to make the Full Sonic Battle Experience
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and Emerl and Gemerl...
 
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Well there is a way you can prevent this instant retaliation from a player, that was necessary since 6.1 and that's the parry. The parry meta is kinda difficult to understand, but the shortest is that if you hit someone and then if you manage to parry them, they will lose their invincibility frames allowing you to hit them once again, giving the oportunity to do this until they die or stop falling in the parry. About the arena/survival maps, I kinda agree with you here since they have a ton of pits but this is necessary in order to have punishment for doing a bad move in these. In fact, survival would be only running from the enemies and... that's it? since there is no pits and no punishment for running everywhere. Yeah, survival may not feel like the most competitive gamemode but let me tell you, if the point of that match is a 1v1 (since arena is kind of unfair in this) and you and the other player are trying to fight eachother and not running. I like your point of view, but I think that battle mod has improved a lot in terms of playability and game modes and there's also a meta game since then. Also one last thing, if you didn't knew, parry is normal fire.
I wouldn't call the parry mechanic "good" but either way, you obviously can't parry in the air, and guess where you'll be when performing alot of special moves? The air.
It's kind of hard to make a competitive game around SRB2's mechanics, as rings don't really work as a health system, having maps that you can explore encourages running away, which some special moves arent good at dealing with (you're not going to catch a sonic thats running away from you with amy's slow tornado move) but having maps with no room to run also feels restrictive (arena), said maps also have pits which combined with srb2's knockback stuff can lead to stuff like "why did me using my special move on top of someone make me bounce off into the abyss, man i guess i was outplayed. " Capture the Point works well, but it has it's weaknesses too, fighting for the small bit of space, and it can feel kind of spammy or something. CTF also has it's weakness of being campy, but every game that has had CTF had the same problem, and I dont think anybody can just fix CTF or anything.

Also there's not really a reason for spending rings to allow you perform special moves faster, as spamming moves for most characters leaves you open anyway, and its not like you have to wait that much longer. Though I suppose if they do have 0 rings, they will be easier to knock out if they don't have a shield. I remember when shield storage was a thing, I think it got removed or something.
I kind of liked the resource gathering. dunno what else to say
 
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I wouldn't call the parry mechanic "good" but either way, you obviously can't parry in the air, and guess where you'll be when performing alot of special moves? The air.
It's kind of hard to make a competitive game around SRB2's mechanics, as rings don't really work as a health system...
I gave you a solution to the problem of hitting someone and being hit at the next second because the Sonic can easily thok on you, but if you don't think parry is really good... then you just hit an run, its not impossible to hit a Sonic then run away next second lmao. About performing moves in the air, that's more of a risk than anything else, you're open in the air because you decided to attack like that, if parry was in the air it would make actually no sense (that, because parry just stops you down until you can move from it again).

About the Arena/Survival maps, I can't agree with you in this part because these maps are made like this for you to not run away or make a bad move, instead fighting other people constantly without them having too much room to run away and being punished because of stalling or making a bad move; stalling was really dumb in match maps, and survival required a new map concept because... im pretty sure nobody would die that easily on a normal match map. But here a good thing about being hit a lot by a tornado or a move in any gametype and then being about to fall into a pit: Remember that Krabs is working on a new version of battle (Battle Community Edition, im not sure if this is gonna be an official release at some point, like 9.0) that introduces the Stun Break, a move that allows you to recover by using 30 rings as cost of it if you got hit.

About your point of view of CP, that's kinda true but CP is a mode that has not been updated that much since 6.1, and also it lags like hell with a lot of players so I would not really give a lot of criticism about it (because it was good in 6.1, then became kinda bad in 8.0).

CTF is the most competitive game mode at the moment, it encourages you to perform one of three possible roles there, which are Capture the flag and bring it to your base, protect the team mate flagholder or protect your flag base/chase the enemy flagholder that stole your flag and it's pretty fun to play this gamemode, unless you have a bad team lol. Saying that CTF can't be fixed is saying that you can't fix a good house, it does not need any fix because it's good and the problem is what it's inside of it and it can be improved, in this case, the maps. The Community Battle pack adds maps replacements that tries to fix stall spots (where you can sit and nobody can really find you or hit you there) and cramped maps, where you can't really run in the map trying to avoid 5 sonics that want to take you down.

About the ring spending, yeah it's a big problem that rings are kinda useless in some modes but the punishment of not having rings and doing a battle ability is high, the cooldown feels like hell and you can't really defend yourself with a battle ability by using the rings you have left when you have no shield, you simply want to save them until you get a new shield. And also, shield storage is still there, the old system was just different (basically, if you got a shield, your shield storage filled at full).

I would like to agree on some things that you said in this post but simply some things are different from what you say, though your point of view is not bad.
 
the cooldown feels like hell
The problem of using an ability with less than the required rings is that you'd have 0 rings after using it, so one move could kill you unless you have a shield or multiple shields. I kind of felt the change to special moves not costing rings as a bug, as the cooldown doesn't seem very detrimental at all, and in my mind you're supposed to spend rings to do special moves at all. You're already punished for spamming moves, so removing the ability to spam moves isn't really that hurtful. I may also note that most competitive games that I can think of do not have "invincibility frames after taking damage", i think invincibility frames aren't the best idea, as even if you do successfully damage someone, they can damage you back. Sure, there's parry, but it leaves you open and is very risky, and uses another button. Sometimes parrying won't be possible even if you land a hit, as sometimes when you hit someone, you will leave yourself too open. The invincibility comment is just to say this is a different kind of battle gameplay, and the Sonic platforming and even ring gameplay (since you only need one ring to survive death) may not be the best for a battle gameplay. Not saying its bad or needs to be changed, just something to consider, and another reason not to compare it to games like smash or street fighter.
Also if invinciblity frames were removed some chars would definetely be broken dont worry im not saying they should do that and i didn't forget. But i would also say that modifying the ring loss system to be more like a health bar would probably nerf the possibilities of a 2-hit combo if invincibility frames were removed.

It does follow the principles of rock paper scissors somewhat. Special/Glide/Hammer beats Spindash/Jump which has a defense of 1. Amy and Fang do not have spin, but Fang has cork which is good in its own right and they made cork more fun to play against by making it bounce you if you have a defense of 1 (spindash or jump), and he used to have bomb, a really great move, but probably was too good, and thats why he has dodge roll now, you know, since his cork is a special move he doesnt get a special move i guess. But he can shoot midair now, bomb to cover up approaches may be more powerful than midair cork, but thats the point, balancing characters. Amy also cant spin jump, but she's rewarded for landing twinspin, making her like a less defense but more power kind of character i guess. Works nice. I don't exactly like her Special Move (Hammer Tornado) as its slow, but thats not to say its the only slow move. Dig is also slow, but AOE moves are much more useful in control point. I probably just don't know how to use the move very well, and if you aren't good at using the move it won't feel rewarding.

Some moves work better in some gamemodes than others, thats probably one reason why Battle has had so many updates, to balance the characters and stuff.
 
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The problem of using an ability with less than the required rings is that you'd have 0 rings after using it, so one move could kill you unless you have a shield or multiple shields.

That's just how it works, risk using a battle ability and you may die, lmao. I believe this system is way better than 6.1's one, where you needed rings or else you couldn't use any ability, since you don't get that much rings in the arena/survival maps unless you are focused on that purpose alone. Also, the "you're already punished for spamming move" is wrong, because the only character really got punished for spamming the battlemod ability was Metal (only if the metal sonic ran out of rings or stopped spamming, lmao, everyone else could just spam and spam until their rings ran out and get no punishment because of how their abilities worked. About how the battle system works, it may be a bit shitty right now, but in some modes like CP and CTF, you want to survive the most time and a health system would just destroy that purpose... unless there's a way to get more health.

On the other hand, you're just explaining how the meta works, but it's a thing of EVERY fighting game what if you don't land an attack, it won't feel rewarding in any way unless the other person doesn't even know how to punish it, lol.

Battle mod, as a lot of fighting games, gets updates because people actually care about the balance. People didn't use to care that much about battle mod's balance until it got way more updates, and I think this is a good thing because we move to fun and games to fun and FAIR games.

One last thing to notice though, of course some attacks work better on other moves, since those have very different purposes to achieve. In CP you wan't to stay the most time inside of it, unlike CTF, where you want to chase the flagholder or flaghold without being hit.
 
unless there's a way to get more health.
that would be the point yes

oh and are you saying spamming ground pound with sonic doesn't leave you open at all? thats what i was saying, and since there are invulnerability frames even more chance of getting punished and obviously not rewarded if your target has already been hit
 
that would be the point yes

oh and are you saying spamming ground pound with sonic doesn't leave you open at all? thats what i was saying, and since there are invulnerability frames even more chance of getting punished and obviously not rewarded if your target has already been hit
Was talking about v6. In that version you can spam until you run out of rings without penalties lmao.
 
Yeah if there was a health system i'd say it could work like Mech Tails from SA2.
And if you say that means spending your health, Rings could replenish health when gained, but if you spend rings your health bar stays the same. But of course thats not to say a health bar is a good idea or exactly what players would want either.
Oh and getting hit could possibly reduce your rings too as well as your health, but doesn't HAVE to be that way, since Rings could be ONLY for restoring HP and using special abilities. It's also possible that losing rings when getting hit without a shield is a good idea since people cant use their ability immediately after taking damage.
 
Diamond seems like a "who gets the emerald first" kind of thing and is kind of similar to my experience with CTF, I can't predict the direction of the person with the diamond, like I'm not very good at hitting the flag holder.
Probably a skill issue
 
SEES this is a good mod...... the point is what if we don't have anyone to play with?
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Diamond seems like a "who gets the emerald first" kind of thing and is kind of similar to my experience with CTF, I can't predict the direction of the person with the diamond, like I'm not very good at hitting the flag holder.
Probably a skill issue
Yessir
 
Metal Sonic seems like the best character. His Dash Mode is very obnoxious and hard to avoid, it feels like the person with dash mode has invincibility, and the only way to counter it is by parrying, but the move is very fast and really good. Alot of metal players will chase down others with Dash Mode. I do not know how good his projectile move is, but Dash Mode is just very hard to deal with, i was in a server with like 6 metal players once.

Also theres the fact i think hes kinda noncommital because in areas of SURVIVAL where ordinarily you would have to like airdodge onto the stage if you fell off with another character, metal has the FIRE button, which allows him to treat pits like they arent a hazard.

Some stages are odd, I do not really know why you decided to make ring bubbles a thing, I don't like them very much. Alot of stages are heavy with rings and some are very scarce with rings. Some levels have little shields while others have so many shields that survival is just bad.
Speaking of which, Survival seems like a worse version of Arena, there is the fun of avoiding jettysyns i guess, but in alot of maps it feels very odd that a gamemode revolves around killing people. In a game where only ONE ring is needed to keep yourself alive, killing players yourself is very difficult. Sure there's them self destructing, alot of moves dont really send your opponent far either to risk them being thrown into the pit. Some maps dont even have pits, but thats a map problem. And if a map has too many pits, it can become a map that noone would like to play.
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Also could you possibly make parrying projectiles reflect them, or somehow make it so parrying Knuckles' rock blast actually allows you to punish him? I think Knuckles may be 2nd best, or 1st best depending on who you ask. Metal's Dash mode is very good when used by good people, but Knuckles rock blast is not a "chasing move", however he seems to do very well in certain gamemodes.
Metal seems like the best CTF character, being able to chase the flagholder with extreme unrelenting pressure, while Knuckles is a really good "hit and run" character, due to his Dig being an AOE attack while it's very hard to punish Knuckles after he does said move, him being able to run away after doing said move, while other characters like Sonic may resort to doing an airdodge after his ground pound to avoid getting thoked or something.

I don't know much about the balance of Sonic and Tails, Tails and Sonic players are very common and I believe often played by newcomers. I hardly ever see Amy players, so I don't know how good she is really. I've played her a bit, but the only battlemod servers i join are the ones i can find (Krabs / CyanKnight 24/7 Battle) which modify Amy to give her a double jump, piko wave, and change her piko spin.

I like Fang. I don't think he's unbalanced atm.
Plus this is all opinion, don't take this as fact.
 
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CobaltBW updated SRB2 Battle! Multiplayer Gameplay Mod with a new update entry:

2020/6/20 - Version 9.0

Added tutorial images (replaces the NiGHTS tutorial when pressing F1)

Gamemodes
Arena, Team Arena
Players are now forced to respawn, like in Survival modes
Survival, Team Survival
If a player has less than the maximum life count, killing 3 opponents will grant an extra life. This counter is reset to 0 if the player becomes a jetty-syn.
Control Point
Reduced time limit (8:00 -> 5:00)
Team Control Point
Reduced point limit: (4 -> 3)...

Read the rest of this update entry...
 

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