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SRB2 Battle! Multiplayer Gameplay Mod (V8.6)
![]() Developer Last Online: Jan 2021
SRB2 Battle!
Also known as "BattleMod" SRB2 Battle is a gameplay modification which radically transforms multiplayer versus into an all-out brawl! Spoiler: Previews Featuring:
Download V8.6 (11/15/2020) Gameplay and Console Manual Mapper's Manual Scripter's Manual Spoiler: Special thanks REUSE DISCLAIMER Please receive permission and give credit to the below users before reusing the following content: DirkTheHusky: Instashield graphics (from Insta Shield) SMS Alfredo: Sonic Battle "shield" graphics, guard scripting: Sonic Battle Collection Flame: 2D Dynamic Camera (from Smash Cam) TehRealSalt: Fang targeting and shooting systems (from Simple character rebalancing) Kaysakado: Respawning Objects and Bustable FOFs
Full Credits Patch Notes Download Now
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#22 |
Community Noise Maker
Developer
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Version 1.1 released
- Added team-colored bombs and elemental fire, to improve game readability - Fixed Egg Robo death animation not displaying the limb/gun sprites - Fixed Fang being unable to throw a bomb at exactly 10 rings - Fixed HUD error when an unlocked Score Panel is made invalid |
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#23 |
Fangurus cork jumpus
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This is a really fun mods I recommend it for people that don't like the vanilla ringslinger or some people that are tired of the same thing and It was really fun
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I'm a bad troller lol |
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#24 |
Don't doubt yourself alot.
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And i thought the Fang Gang was the worst, but NOPE, the Amy Squad are the real menaces in this mod...
Pretty intresting take on the minigames, though. |
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#25 |
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Amy definitely feels strong right now, mostly because she doesn't need rings to function. Sonic's like that too, but his thok is hard to aim and his special ability is weak.
I'm having by far the most fun with metal. He's really fun with autoaim off and using right mouse button to toggle firstperson, and there's nothing more satisfying than ramming into people with boost mode. I was definitely wrong about his max charged shot not being worth the charge time, too. There's a big problem with him though - if metal has his back to a wall or is touching a wall in any way, charge shots will instantly disappear. Fang's gotten kind of annoying to deal with since he can shoot anyone who attacks him as soon as he exits the hurt animation. If amy hammers him, she's getting shot almost every time due to the landing animation on hammer. Knuckles's dig is the most annoying though. Once he gets enough rings to comfortably camp underground, his defense of a panel is insanely hard to get past without eating rocks. Last edited by Krabs; 02-18-2020 at 06:01 PM. |
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#26 | |
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#27 |
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Amy can beat a Fang without getting hit if she gets some speed going and tries to hit him with the hearts of the swing rather than knocking into him. It's safer that way. He has an even harder time dealing with Sonic or Tails, although the latter tends to be more passive and hard to hit than genuinely threatening.
Knuckles' dig should probably consume rings faster the longer you're hiding in there. It's pretty easy to stack a ton of rings in CTF and then just camp in your own base for a while until someone comes to get your flag and I don't really see what the counterplay is supposed to be. I think the thok should have less hitstun if you nail someone with it and they don't take damage. It pretty much guarantees you'll get hit by someone after and it feels terrible when you thought jumping would be enough to protect you assuming you don't have the speed to dodge. In one case I've seen it give Sonic enough time to straight up miss a thok and try again before the other person could respond. And earlier today I was trapped in a corner by two Sonics just thokking at me nonstop after I already got hit. I still hope no one genuinely starts complaining about (vanilla) characters being OP though. This mod isn't supposed to be that serious. |
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#28 | |
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Here I am posting for a 4th time in this thread for a mod of a mod of a mod because I accidentally became obsessed. Whoops. Anyway, I was thinking it might be nice to have ring counters above each character's head so you can see when they have the ability to unload tons of attacks or not. And I also think the emeralds are pretty worthless right now, so perhaps something could be changed about them.
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For sure. Either way, I'm actually really happy with the current balance of the 6 characters right now, and nobody stands out as weak right now except *maybe* tails because of how easy it is to dodge his buzz. |
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#29 |
(σᴥσ)
Judge
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Spoiler: Last edited by TehRealSalt; 02-25-2020 at 12:36 AM. Reason: After the patch, I no longer agree with this... even the positive points, unfortunately. Don't have the energy for another. |
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#30 | |||
Community Noise Maker
Developer
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Another design challenge is that Tails is able to outmaneuver most characters with his flight; I intentionally designed his current ability to capitalize on this, effectively making his playstyle that of a harasser. But if Tails is allowed too much precision or forces too much pressure onto his opponents, the character may start to feel oppressive due to him often being out of reach. So it's important to balance Tails' lethality with his safety and ease of use. That all being said, while I don't think Tails' situation is particularly bleak, I'm currently exploring ways to expand on Tails' ability so that his scaling more closely matches the rest of the cast. Details at this point are extremely tentative, but I expect him to receive the most significant changes. Last edited by CobaltBW; 02-19-2020 at 01:42 AM. |
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#31 |
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Doubling on what Salt said about Egg Robo's ability, I think he probably just needs a new one altogether, as the bomb is just too similar to Fang. Maybe something to do with his foam finger home-run attack in CEZ3?
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#32 | |
Also Known as CyanKnight
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My Dedicated Custom Character Battle server: 149.28.123.248:5029 |
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#33 |
Community Noise Maker
Developer
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Version 2.0 is out! You can find the download link on the first page.
Features:
Click the spoiler for a full changelog: Spoiler: Last edited by CobaltBW; 02-23-2020 at 11:31 PM. |
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#34 |
"It's ok, I like you too!"
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You work fast! I swear the first release of this was about two weeks ago. Kudos.
I'll be expecting version three next week. Last edited by Flame; 02-24-2020 at 12:01 AM. |
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#35 |
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Nerf metal's float and give him fixed collision because this match has been going on for 20 minutes, this man just floats and sonic cant hit him D:<
Fix the collision. |
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#36 |
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oh my lord this is an incredible patch
EDIT: The amy heart nerf seems to be bugged. Even when the sfx_s3k7b sound effect plays, signifying that the defender was in a spinning state, they still take damage. Last edited by Krabs; 02-24-2020 at 04:14 AM. |
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#37 |
2.3 will have menus
Moderator
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Nevermind, I found the new cvars. Can't wait to toy with this. I still think the Battle framework could be released separately from each gametype, if possible.
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don't care didn't ask plus you put player code in mobjthinker hooks Last edited by Tatsuru; 02-24-2020 at 04:31 PM. |
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#38 |
Homestuck Trash
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Pretty dope, easily superior to Ringslinger in practically every way.
In terms of suggestions, maybe add a wanted mechanic like in Kart's Battle Mode, where one of the players with the highest score is highlighted, giving a huge points boost to whoever manages to kill them |
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#39 |
Launcher Blaster
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Dude this is really cool wtf
I'm glad to see something that's actually much more functional than Physattk in 2.1. it annoyed me whenever people would mention it to me towards late 2.1 because I ended up hating it so much. This is actually much more interesting and looks REALLY fun to play. I'll definitely be downloading this to host some netgames. Good job dude!
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SRB2 and its community changed my life. Thank you. <3 |
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#40 | |
Community Noise Maker
Developer
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So, a disclaimer on the current update: in order to get the mod up to speed with the new custom gametypes, I had to rewrite bits and pieces of the code to get it to function properly. Mainly, I was relying on the "ringslinger" variable in Version 1 to automate a lot of the damage handling for me, as SRB2 by default does not allow players or player projectiles to deal damage to each other unless either ringslinger or friendlyfire is enabled. This ended up being something of a logistical nightmare on my end, and the fact that there are a few outstanding bugs with the current custom gametypes on their own already hasn't helped matters.
Because of this, there will be some new bugs here and there, particularly when it comes to the damage handling aspect. So, if you see a bug (or something that looks like it might be a bug), please report it in this thread so that I can make a note to fix it. I'm also anticipating that I may have shot myself in the foot with the recent Tails update; I had concerns earlier on that the buzz sentries could perhaps be the result of certain mass desynchs, and these seem to be a little bit more frequent in the new update. I cannot confirm whether these two things are correlated, but if it's possible for someone else to run tests and see if their findings match my own suspicions, then that would be greatly appreciated. Quote:
Last edited by CobaltBW; 02-24-2020 at 09:12 PM. |
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#41 | |
NiGHTS addict
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Been enjoying this mod for a while now. It's a really refrshing take on the PvP gametype and I'd take this over ringslinger any day.
Small thing though (don't know if this is a bug): Hitting players with Tails's Buzz sentry doesn't grant you points. It makes the ability kinda obnoxious.
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