Deathball v1.8.6 - New Gamemode! (Updated 3/26/21)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Faerlyn
 
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Deathball v1.8.6 - New Gamemode! (Updated 3/26/21)

#1

Post by Faerlyn » Sat Jul 28, 2012 10:34 pm

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Deathball is a new game mode based off of Bombing Run from Unreal Tournament 2004, somewhat similar to One-Flag CTF. A ball spawns in the middle of the map, and a team has to grab it and jump into a pit inside the enemy base with it to score (you can't shoot the ball in, you have to jump in). After a few seconds, the ball respawns. While carrying the ball, the player can only use one weapon; one that throws the ball, so he can pass to another teammate. If the ball is out of play for some period of time, it respawns in the center.


Recommended Flags:

Code: Select all

DMFlags: 4215812
DMFlags2: 4195840
ZADMFlags: 34848
ZACompatFlags: 131688
Note: If these flags are not used some maps may not play properly and there may be bugs.

Make sure to use skulltag_actors.pk3 and skulltag_data.pk3!

Links:

Deathball v1.8.6:
https://www.mediafire.com/file/wjrb2b30 ... 6.pk3/file

v1.8.6 Patch:
https://www.mediafire.com/file/czlw75eo ... 1.pk3/file
Last edited by Faerlyn on Sun Apr 25, 2021 10:29 pm, edited 21 times in total.
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Faerlyn
 
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RE: Deathball v1.6 - New Gamemode!

#3

Post by Faerlyn » Sat Jul 28, 2012 11:44 pm

DevilHunter wrote: Mirrored for Great Justice

Deathball-v1.6.zip

Enjoy :p
Thanks! Added it to the main post. :wink:
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RE: Deathball v1.6 - New Gamemode!

#4

Post by Ghastly » Sun Jul 29, 2012 3:11 pm

You need to make this compatible with Brutal Doom!

:wink:
Enough teach you'd.

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RE: Deathball v1.6 - New Gamemode!

#5

Post by Faerlyn » Sun Jul 29, 2012 4:18 pm

Released a new patch! This will fix the bug where the countdown stops if the player that scored has spectated/disconnected. Map12 also has minor edits.
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RE: Deathball v1.6 - New Gamemode!

#7

Post by Guest » Mon Jul 30, 2012 2:00 am

You should make throwing the ball at enemy's base valid.

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RE: Deathball v1.6 - New Gamemode!

#8

Post by Marcaek » Mon Jul 30, 2012 2:04 am

Deathball is awesome and everyone should play it.

deathball scrims gogogo

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RE: Deathball v1.6 - New Gamemode!

#9

Post by Springy » Mon Jul 30, 2012 11:08 am

Someone needs to host it, wonder who's gonna make the first deathball scrimming clan?
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RE: Deathball v1.61 - New Gamemode!

#10

Post by Faerlyn » Sun Aug 12, 2012 5:32 am

Updated to version 1.61. This release includes the changes from patch1 + more bug fixes and map tweaks. Hopefully all the bugs are worked out now and no more arise.
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RE: Deathball v1.61 - New Gamemode!

#11

Post by DevilHunter » Tue Aug 14, 2012 1:51 am

Mirrored.. (Thought I already posted this, but seems that the Post didn't set in)

Deathball-v1.61.zip

Enjoy :p

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RE: Deathball v1.7 - New Gamemode!

#12

Post by Faerlyn » Sat Aug 25, 2012 9:42 pm

Updated to 1.7! Sadly I can't do what I want with Deathball until zandro catches up with ZDoom 2.5.0. This this should be fine for now.

Edit: Released a small 1.9kb patch to fix a stupid typo I made in the ACS last minute.
Last edited by Faerlyn on Sun Aug 26, 2012 1:49 am, edited 1 time in total.
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RE: Deathball v1.7 - New Gamemode!

#13

Post by Faerlyn » Sat Jan 23, 2016 1:58 pm

Would anyone be interested in an updated version of Deathball? I've had a half finished update (Version 2.0) on my drive for like two years now. I'm not sure if there is enough interest in competitive mods for me to actually finish and release it though. The updated version changes score pits to actual goals and you can score by shooting it in (though for less points). It also has a bunch of map tweaks and makes the ball easier to pass.
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RE: Deathball v1.7 - New Gamemode!

#14

Post by mifu » Sat Jan 23, 2016 2:26 pm

id be keen to get a new version!
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RE: Deathball v1.7 - New Gamemode!

#15

Post by Combinebobnt » Sat Jan 23, 2016 5:59 pm

Updated deathball? Yes release it please for our deathball fnfs every 5 years!

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RE: Deathball v1.7 - New Gamemode!

#16

Post by Marcaek » Sat Jan 23, 2016 7:15 pm

Christ, I've been wanting an updated Deathball for 43867484 years

A bit problem with it is some of the maps IMO, it could use some tidying up in that area.

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RE: Deathball v1.7 - New Gamemode!

#17

Post by Ænima » Sat Jan 23, 2016 10:14 pm

Decay wrote:
Faerlyn wrote: Would anyone be interested in an updated version of Deathball? I've had a half finished update (Version 2.0) on my drive for like two years now. I'm not sure if there is enough interest in competitive mods for me to actually finish and release it though. The updated version changes score pits to actual goals and you can score by shooting it in (though for less points). It also has a bunch of map tweaks and makes the ball easier to pass.
Do you mean enough public interest in "competitive" mods? I think there is plenty of interest. Don't say "I have" or " I have had this update for x amount of time but I'm only going to release it if I get enough attention." If you're so angsty that people haven't played much deathball, maybe the question you should be asking is "what makes this mod unattractive to play" or "why is my mod so bad that people don't play it except once for fnf every 5 years?"
I mean I see where she's coming from, but I think the easiest thing to do would be to release it, get a decently-populated server going and see what happens. I could go for some Deathball right now.
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RE: Deathball v1.7 - New Gamemode!

#18

Post by Doomenator » Sat Jan 23, 2016 10:45 pm

I had a chance to play only one time, quite a funny thing. But we need enough players for the game.
And I would like that the gameplay will be similar to the mix of Push and Deathball.
Something like that.

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RE: Deathball v1.7 - New Gamemode!

#19

Post by Doomkid » Sun Jan 24, 2016 2:05 am

Public betas and testing are always a good way to find out what's wrong and fix it! I really like deathball and I hope to see a new version.
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RE: Deathball v1.7 - New Gamemode!

#20

Post by Zakken » Sun Jan 24, 2016 2:24 am

Deathball is great! New versions are always welcome!

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