The Galaxy’s Most Violent Virtual Sport! Check out our web site at to learn more, watch video, or download the game! Are you tired of slow, boring games? Do you yearn for superhuman powers and extremely violent deaths? Do you like hookers, and your balls? Smashball is a fast-paced, ultraviolent first-person-shooter played as a highly structured team sport. Two teams use superhuman maneuvers, a high-tech grappling hook, and high-powered weaponry to try to get a single ball into their opponent’s goal. What's it like? INCREDIBLE MOBILITY! Smashball players can use their Turbo Power to amp up their speed. The Grappling Hook can be used to swing across open areas and wrap around corners. Combining the two allows for supreme feats of acrobatics. INTENSE ACTION! Play is focused on The Smashball. Every second has to be used to score. Brutal slugfests, fast breaks, and last-second saves abound. All weapons have Infinite Ammo, and players Regenerate Health, so you never get distracted from...

Report RSS Smashball Update Released

Smashball has been updated to 0.9.2. Major changes include: * New dynamic skins. Player models now use all three custom team colors! * Tutorial update. The entire map has been retextured and redesigned. The audio has been updated to give more information. * Locker room cleanup. The new locker room has a whole new look and gives more information about the positions and weapons. * Bug Fixes: tutorial levels public, unicode names, some lag issues, joining server from tutorial

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Smashball has been updated to 0.9.2!


If you already have 0.9.1, you can run the updater which can be found in your start menu's Smashball group.


Major changes include:

* New dynamic skins. Player models now use all three custom team colors!

* Tutorial update. The entire map has been retextured and redesigned. The audio has been updated to give more information.

* Locker room cleanup. The new locker room has a whole new look and gives more information about the positions and weapons.

* Bug Fixes: tutorial levels public, unicode names, some lag issues, joining server from tutorial

Full changelog:

+ Set spidermines to explode if their target's distance increases (the player is moving away from the mine).
+ Added a delay time setting for spidermines that makes them wait before they can start chasing targets.
+ Added a "logic_round" entity that fires outputs related to the game ball and game rules.
+ Major changes to the tutorial, "Gauntlet"
+ Fixed a bug where the round end scoreboard wouldn't update the team logos if a team had changed.
+ Major changes to locker room, now shows stats for weapons and positions.
+ Increased sv_friction to 4, and set charging to reduce friction to 25% of its original value.
+ Reduced all air accel to 0.05
+ Increased all position speeds to +20 over original.
+ Modified position bunny hopping ability based on feedback.
+ Updated the default team scripts to point to correct team icons.
+ Increased ROF on spider mines.
+ Moved the Smashball logo in the upper-left corner to not be cut off in 1280x1024 resolution.
+ Removed forcing players onto a team when they first join. This resulted in AFK players being forced into a game. This was especially bad when the AFK player had been goalie in the previous round, and thus, they were already set to be goalie again.
+ Set players to not collide with teammates.
+ Set players to be pushed away from teammates like in TF2.
+ Set the player model textures to be procedurally generated based on the team colors.
+ Set tutorial level (gauntlet) to not show up in the public server list.
+ Fixed the crash that occurred when trying to join a server while in the tutorial level.
+ Fixed the default mapcycle, removed the unused file that was just confusing
+ Updated the animations and halfback model to allow for aiming of the upper body when jumping.
+ Added a smashball model that fits in the ball carrier's hand.
+ On the shot scored HUD, the shot/run attempts label could have more characters than were allowed resulting in random characters being printed.
+ Set player positions that are sent when out of network PVS to be staggered over a 1 second period instead of being sent all at once.
+ Set hellcannon tracers to not send their owner's position with each tracer as the client already knows it.
+ Fixed players who change weapons (including receiving/shooting the ball) going to an invalid pose (arms and legs spread out).
+ Fixed the player's upper body not aiming when in the air/jumping.
+ Fixed the turbo sprite trail causing the player's body to become jittery.
+ Fixed player names with unicode characters not appearing centered above the player.
+ Fixed teammates being affected by watermelons and grenades.
+ Ragdolls were set to be deleted immediately when a player disconnected. I changed these to use the standard deletion function which deletes them when the frame has ended (safer). This might be a reason for the one server crash in the physics collide function.
+ Heavily reduced the network bandwidth used by player ragdolls when knocked out.
+ Added attachments for getting the position to create turbo sprite trails from instead of having to use bones
+ Modified the player's jump animation so that the upper body can rotate while the player is in the air

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Defur
Defur - - 125 comments

Nice!
You guys should talk with Valve to get this on steam, I mean its just been realesed and it already seems more popular than most mods!

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Kamikazi[Uk]
Kamikazi[Uk] - - 1,412 comments

This mod looks fun but really to fast paced i think needs to be abit more slower. Probley download it later see if any good.

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NullSoldier
NullSoldier - - 973 comments

I hate gamers like you. Your the kind of gamer who says Unreal 3 should be slow paced, like the PS3 version. Disgusting. This game would be Terrible if it was slow paced.

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notoorjus
notoorjus - - 120 comments

Downloading it now, looking kind of cool :)

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AlCool
AlCool - - 3,112 comments

Awesome update! Haven't heard from you chaps in a good while :D

Good too see you back!

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