Mayan - a Ballmen map
Apr 27, 2008 Multiplayer Map 3 commentsSomebody asked one time in the forums how would ballmen gameplay fit into a "normal map". Flowerpod started to make this map and I have continued it....
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Current Ballmen Features
22 comments by Ennui on Apr 19th, 2008 digg this super bookmark
Beta 1.5 of Ballmen is now available for download! 1.5 includes three new maps from our custom mapping community: pamingo, hyroquasium, and fallsafe, as well as early custom sounds. The majority of this update is in bugfixes and balancing, so you'll notice a lot of little tweaks and generally better overall stability. Not much has changed visually (but will in the future, rest assured) so we don't have much media to flaunt, but the following screens were taken during internal playtesting, and you can view gameplay videos in our media section.
Changelog:
- [BUGFIX] Greatly improved stability of the client and server
- [BUGFIX] Improved wallwalking code, fixing problems
- [BUGFIX] Fixed certain entities crashing the game
- [TWEAK] Increased energy regen
- [TWEAK] Added delay to Beam fire
- [TWEAK] Increased ROF and tracking of Nailgun
- [TWEAK] Reduced star spawn time in Scavenger Hunt from 1 min to 20 sec
- [TWEAK] Doubled the countdown time of Doomsday and increased its damage
- [ADDITION] Replaced a number of weapon sounds with custom ones
- [ADDITION] New maps: hyroquasium, fallsafe, and pamingo
- [ADDITION] Servers can specify the min/max players and gamemode for map
- [ADDITION] New entities: info_direction, func_gravity_control, and trigger_force
A list of download mirrors for both the client and server files can be found here. Please report any bugs or suggestions you have on our forum. The next release version of Ballmen is already under development and will have more gameplay and content additions than this one. Keep on Ballin!
Download Ballmen Beta 1.5 Installer
Download Ballmen Beta 1.5 Windows Server
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Somebody asked one time in the forums how would ballmen gameplay fit into a "normal map". Flowerpod started to make this map and I have continued it....
Installer for Ballmen Beta 1.5 client, includes many bug/crash fixes and and a number of balance fixes and improvements. Most notably, energy has been...
Windows server for Beta 1.5 of Ballmen. Includes a number of bug/crash fixes over Beta 1, as well as much higher energy regeneration and a number of other...
all maps go in /sourcemods/ballmen/maps, all made By Neb, enjoy
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i have non-steam cs =X i cant run it , error in steam id =X
This mod uses hl2dm and you can get it for free:
If you own a ATI-vcard: Steampowered.com
If you own a Nvidia-vcard: Steampowered.com
This mod is t3h sex. Totally love it, great concept well executed :-D
Only problem im having is forgetting which way is up then trying to stick to the bottom of the map, which more often than not results in falling death :-(
this really reminds me of vectorman on sega... an inspiration by any chance??
Most definitely :D
Great update to 1.5!
I really only have 2 requests:
1. Can you allow us to change the color and maybe size of the recticle?
This may already be possible but I am unaware so if anyone knows a way let me know... thanks :)
2. It seems like you can 'spam' with the missiles now with the new power scheme which can get a little crazy. So maybe you should implement a 'slightly' longer delay in between each missile shot. Now before everyone gets all up in arms about this, I just mean like a second... nothing crazy ;)
Other than that I think this is one sweet mod.
Keep up the great work!
You cannot spam the missiles, unless you have the missile upgrade.
Seems pretty good. When I first found out about the gravity thing I was amazed its so cool. The only thing that I feel could be improved is the weapon switch. First off I prefer a weapon switch more like HL has. Also having to press 1 thought 8 to get weapons (which 2 doesn't work for me) They should categorized so there would be no more than six buttons I would have to press (preferably four or five).
You can remind the keys for the different weapons in the keyboard options. Two probably doesn't do anything because that is bound to the rocket by defauly, which default to being on your secondary attack, and you can't have the same weapon on primary and secondary attack. I'm not really sure what kinds of groups the weapons might be put into, but if you bind the ones past the beam to keys that are more easily accessible, you shouldn't have a problem selecting any weapon you need.
That should be rebind, not remind in the first line.