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SRB2 Battle! Multiplayer Gameplay Mod (V5.6) Details »»
SRB2 Battle! Multiplayer Gameplay Mod (V5.6)
Version: 5.6, by CobaltBW (Community Noise Maker) CobaltBW is offline
Developer Last Online: Mar 2020

Version: SRB2 Rating: (6 votes - 4.00 average)
Released: 02-11-2020 Last Update: 03-17-2020 Installs: 6
SOCs Scripts Re-Useable Content Sprites/Graphics

SRB2 Battle!
Also known as "BattleMod"

SRB2 Battle is a gameplay modification which radically transforms multiplayer versus into an all-out brawl!



Featuring:
  • New mechanics for PvP game modes
  • Ring-consuming special abilities for each character
  • Battle Mode, where players can duke it out in close combat!
  • Control Point, where players compete for dominance on one of several capture zones on the stage
  • Battle CTF, a version of CTF that utilizes the new battle mechanics
  • Egg Robo Tag, a twist on the hunter vs hunted game mode.
  • Modder accessibility, allowing scripters to create their own special abilities and interact with Battle's melee system
  • Bonus: MAPB0, Indigo Park Zone, is a Battle/Control Point exclusive map that demonstrates the different ways in which Control Points can be utilized in maps.


Download V5.6 (3/28/2020)

How to Play



Spoiler: For character modders

Below I've attached example lua scripts (with ample amounts of commenting) to demonstration and explain how characters can be scripted to interact with the Battle system. These scripts can be freely modified and re-used.

Custom Battle Actions

Melee Collision Priority

For more ambitious lua endeavors, please refer to the functions contained in BattleMod's Lua/Library folder. Many of the functions most useful to modders can be found inside GeneralLib.lua.


Spoiler: For mappers

The follow is an explanation of how to add Control Points to your maps:
Code:
Control Points are Thing 3640 in the map editor. The attributes of the control point can be modified as follows:

Angle: Sets the radius of the control point.
	A value of 0 will default to 384 fracunits.
	Minimum radius is 95 fracunits, maximum is 720 fracunits.
Settings: Sets the height and orientation of the control point. Starting height is 192 fracunits.
	Extra flag: Increases the height by an additional 192 fracunits.
	Flip flag: Flips the control point upside down (zone will be oriented toward the ceiling)
	Special flag: Automatically adjusts the height to match that of the sector's floor/ceiling. (overrides Extra/Ambush flags)
	Ambush flag: Decreases the height by 96 fracunits.
Parameters: Sets the control point meter, i.e. the amount of time needed to capture the point.
	0 will default to a moderate capture rate.
	1 = least time necessary, 15 = most time necessary.



There are several console commands that can be used to test out various CP functionality:

cp_create - Creates a control point at the console player's current location.
	Required arguments:
	radius (0 to 359) sets the radius of the control point. 0 uses default radius.
	height (-1 to 4) sets the height of the control point. -1 adjusts to sector floor/ceiling, 0 uses default height.
	meter (0 to 15) sets the meter of the control point. 0 uses default meter amount.
	flip (0 or 1) sets the vertical orientation of the control point. 0 is normal, 1 is reverse gravity.
cp_next - Activates the next CP in the current rotation.
cp_shuffle - Re-shuffles the order in which all CPs activate on the map.
cp_radius - Sets all CPs to the specified radius. 0 uses the amount defined by spawn placement.
cp_height - Sets all CPs to the specified height. 0 uses the amount defined by spawn placement.
cp_meter - Sets all CPs to the specified meter amount. 0 uses the amount defined by spawn placement.
The following TypeOfLevels are available:
  • Battle
  • EggRoboTag
  • BattleCTF
  • CP


Spoiler: Special Thanks

Toaster and DrTapeworm, for creating the EggRobo sprites
SuperPhanto, for creating EggRobo's gun and laser sprites
Krabs, for drafting gameplay tweaks and mechanics for Knuckles' special moves.
Additional credits to ChrisHedge, whose Chaos maps port was used for a couple of the previews.

Many of the folks in SRB2 Discord #scripting for advice and troubleshooting support
Everyone on the Master Server who helped to test this and provide feedback while it was in beta

Download Now

File Type: pk3 VL_BattleMod-v1.1.pk3 (103.7 KB, 417 views)
File Type: pk3 VL_BattleMod-v2.pk3 (112.9 KB, 186 views)
File Type: pk3 VL_BattleMod-v3.4.pk3 (115.4 KB, 217 views)
File Type: pk3 VL_BattleMod-v4.1.pk3 (117.8 KB, 211 views)
File Type: lua ExampleActionScript.lua (8.5 KB, 98 views)
File Type: lua ExamplePriorityScript.lua (4.1 KB, 5 views)
File Type: pk3 VL_BattleMod-v5.6.pk3 (185.8 KB, 22 views)

Screenshots

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Comments
Old 02-12-2020   #2
Whackjood
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This looks promising and I'll see about testing it in a netgame tomorrow! But all promotional images in the opening post need to be uploaded as message board attachments instead of being hosted in an external site such as imgur.

Additionally, your rar file contains a single pk3 file, which is already compressed and doesn't need to be contained in a rar.

I will look at this when I can though!
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Old 02-12-2020   #3
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All files have been reuploaded.
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Old 02-12-2020   #4
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That looks phenomenal! I like these kind of modifications to the multiplayer game modes. I'll have a look on it when I can.
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Old 02-12-2020   #5
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I gotta say this is a lot of fun and an interesting take on multiplayer! the match gameplay is very nicely paced, the fights for the control panel are intense while the time between panels are more relaxed. Has a very good flow of gameplay to it. The abilities between the characters feel very well balanced while also being in-character. I don't have any taste for ringslinger so if this were to become the default match I'd be more likely to play.
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Old 02-12-2020   #6
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Now this is interesting.

I'm not really big on ringslinger anymore, so something like this seems like a nice change of pace! Gonna have fun trying this out!
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Old 02-12-2020   #7
MK.exe
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Oh sweet the finally release! Great stuff
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Old 02-12-2020   #8
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Neat, going to give this a shot later today, although I admit I'm going to miss weapon rings and the first-person view.
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Old 02-12-2020   #9
Rumia1
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I really had a lot of fun with this in CTF! The new abilities are wild and unique. This fits my playstyle a lot more than vanilla CTF does so it feels a lot better. I would however like to make a suggestion that if friendlyfire is turned on, the physical attacks would be carried over to other gametypes like Race and Competition.
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Old 02-12-2020   #10
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and thus, PVP modes were saved forever.

i'd say the only thing that could make this better is actual map design itself, which is obviously not something a gameplay-only mod can touch. though you did somewhat attempt this with your re-purposing of weapon panels, it's not immediately clear that they give score due to the fact that you didn't change their graphics, so it still looks like they should award you their respective weapon rings.
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Old 02-12-2020   #11
Spectorious
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This was honestly super fun to test! Definitely a hell of a lot more engaging than default ringslinger.

As this time around for Match and Team Match at least, there's an actual objective that encourages and rewards quick thinking, good team composition and good team coordination. Super glad you were able to pump this out, hopefully this'll show up on some MS servers for a good while going forwards!
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Old 02-12-2020   #12
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Quote:
Originally Posted by Rumia1 View Post
I would however like to make a suggestion that if friendlyfire is turned on, the physical attacks would be carried over to other gametypes like Race and Competition.
I tried having collision on during test runs, but I found that the spawns and certain other bottlenecks of the map design end up making race feel degenerative and claustrophobic. I think having a race with melee combat enabled would work a lot better with maps specifically designed to accomodate for those abilities.
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Old 02-12-2020   #13
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Ringslinger was never good. This on the other hand is pretty great. My small brain kept trying to use the fire button to shoot using the active weapon panel, but once I played enough, I started to understand how things worked. I tried Sonic and Amy; I couldn't seem to do anything productive as Sonic, but knocking people off the Auto Ring platform in that THZ-inspired stage? Priceless. Best multiplayer experience I've ever had in SRB2. Good show.
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Old 02-12-2020   #14
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Quote:
Originally Posted by CobaltBW View Post
I tried having collision on during test runs, but I found that the spawns and certain other bottlenecks of the map design end up making race feel degenerative and claustrophobic. I think having a race with melee combat enabled would work a lot better with maps specifically designed to accomodate for those abilities.
Maybe I'm just one of those people who enjoys having a degenerative and claustrophobic race experience. From my experience playing in 2.1 with PhysAttack.lua and Collide.lua loaded, people ignored each other for the most part and went for the goal but it was still hillarious to me when people would get knocked out of the way or killed at a crucial moment. I love chaos in these sorts of gamemodes.
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Old 02-12-2020   #15
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This is absolutely wild. I had a great time on trying out a few rounds of this. Have you considered making Fang's bombs team colored though for team game modes? Right now if I see a bomb in the middle of a team fight I have no idea whose side it belongs to until it explodes. (Similarly, this extends to Elemental shield flame trails. But that was an issue in vanilla SRB2's team game modes as well)
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Old 02-12-2020   #16
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I've gotten to play it for only a small bit of time but holy crap is this fun. Since the weapon rings are completely different in function, it might be a good idea to use emeralds or emblems as the sprite instead.
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Old 02-12-2020   #17
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Quote:
Originally Posted by Whackjood View Post
This is absolutely wild. I had a great time on trying out a few rounds of this. Have you considered making Fang's bombs team colored though for team game modes? Right now if I see a bomb in the middle of a team fight I have no idea whose side it belongs to until it explodes. (Similarly, this extends to Elemental shield flame trails. But that was an issue in vanilla SRB2's team game modes as well)
I actually did think of that offhand, but it totally slipped my mind. I'll work it into the next update.
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Old 02-13-2020   #18
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Wow, this is fun! I helped beta test it (I can only remember one error) and I'm glad I did. This is now my favorite way to play multiplayer games that use ringslinger.
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Old 02-13-2020   #19
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Just played it for a few hours in a couple different servers with varying playercounts. It's freaking fantastic, but still needs work. Here's my detailed thoughts:

Spoiler: Character abilities
I really dislike the autoaim mechanic and prefer it off, especially for metal. Since everyone's running around so fast, being unable to lead your shots makes combat really difficult.

Speaking of metal, I tend to never use his charged shot, and only ever use the minimum charge, fast shot. The ability to fire such a big beam with a simple tap is good enough to win fights alone, so charging it feels a bit worthless. I also feel like being able to aim upwards shouldn't be possible, since it's not easy to aim in third person.

Amy's shrink ray is fun, although I think it's a bit silly that she runs faster than the beam travels. Perhaps the duration of the shrink is a bit long.

Knuckles seems like the best defensive character, and his ability is pretty cool. I think, in order to make him less of a one-trick pony, the minimum digging time should be shorter in exchange for less rocks, allowing the move to be used in more situations than just panel/flag defense. Unfortunately his sluggish glide landing animation from vanilla just makes him unfun to move around with.

Fang feels incredibly defensive as well, since his bombs have a long cooldown and are somewhat precise to land direct hits with, so usually I end up spamming them in tight corridors. He's just not as fun to use since it feels like i'm crossing my fingers whenever I attack with him.

Tails's ability feels kind of unsatisfying to use since it's pretty automatic. Perhaps a targeting reticle would be more fun to use? It's really fun to fight *against* tails, though, since his attack is strong but also telegraphed.


Spoiler: Match / Team Match
Personally, I feel like the whole weapon panel system isn't the best solution to make match more interesting. Since every player tends to swarm around the panel, the best strategy is to try and snipe the panel when the timer is very close to hitting 0, which is easily done using knuckles' digging ability. I don't want to sound too harsh, but I think the way it is now this mode is almost luck based. Even then, it's really fun fighting all the different characters in this mode when the panels aren't around.


Spoiler: Tag
No gripes here. It's incredibly fun and using the egg robo is a blast too.


Spoiler: CTF
I'm not sure leaving CTF as-is was the best idea - removing weapon rings inherently makes it more difficult to attack people in general. Because of this, flag carriers seemed very very difficult to catch. Still, it's really fun using all the character abilities in tandem with each other to set up a defensive wall.
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Old 02-14-2020   #20
Rumia1
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I'd like to suggest that Tails' sentry have less startup time for attacking things, I have a hard time getting it to do anything useful outside of just popping monitors as I run by and hitting stationary foes.
I'd also like to suggest that an arrow pop up over the head of who/whatever's being targeted
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