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SFD Battle Royale mode! -Superfight Royale-

Share custom maps and discuss them here! If you have questions related to the map editor bring it up in the Superfighters Deluxe Map Editor section.
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Motto73
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SFD Battle Royale mode! -Superfight Royale-

Post by Motto73 » Mon Mar 26, 2018 5:46 pm

Welcome to..


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Battle Royale gamemode right here in SFD!
Intense Action!
Clever strategies!
Loads of loot!


DOWNLOAD
DOWNLOAD PART 2


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- An All-around armoring system, introducing helmets, vests and knuckles. Armors actually protect you and they can be picked up.
- Dynamic spawn on the start: all players start in a plane where you can wait and choose the place to jump
- CARS!! There are damn cars! Drive them! Smash them! YEE-HAW!
- Actually working stealth system, you can prone (play dead), hide in bushes and in vehicles.
- (Bad) Sound simulation: Shooting flashes your name and so reveals your position for everyone. (Silenced weapons are actually silenced)
- Game area that gets smaller over time
- 2 !BIG! Areas to play! (6000 pixels, 760 tiles in width, minimaps avaible here :
(it's too large for forum post) )
MINIMAP PART 2 (Again too large to post here)



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- You can store crab cans and eat them for health!
- A minimap shows important locations, redzones and wall positions (in popuptext)
- Harder places have rarer loot
- Teams are displayed with clothing colors instead of name.
- Redzones (bombing zones) and airdrops!
- You can revive teammates
Well, guess that you gotta play and find what it has to offer!




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► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
Last edited by Motto73 on Tue May 29, 2018 6:42 am, edited 7 times in total.
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Shark
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Post by Shark » Mon Mar 26, 2018 6:00 pm

Nice work! You is 10 :>
2 x
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Kyra wrote:
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Post by Shock » Mon Mar 26, 2018 6:08 pm

Totally , the best SFD project of this year! I am glad to play this map and see how you made a gameplay type , i really like it! It's draws you to play
I think , 9/10 now.

Main troubles - bugs(fixable) , so... Don't worry :D
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Motto73
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Post by Motto73 » Mon Mar 26, 2018 8:12 pm

I actually made a texture pack for the looting items, they replace some common items from objects folder, doesn't affect normal maps very much. Makes looting more visual, so instead of a computer you can see the actual helmet. To see which item they replace simply open the folder and check the name.

Helmets:
Image
Download
Armors:
Image
Download

These are not needed at all for playing, but they sure increase the joy :D
1 x
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Post by KliPeH » Mon Mar 26, 2018 8:12 pm

Motto73 wrote:
Mon Mar 26, 2018 5:46 pm
(The map might be under moderation, check again later if link does not lead anywhere)
The map has just been approved and should now be visible to all SFDMaps-goers.

now holy fuck if this doesnt catch your eye i dont know what will
I'd like to write a little appreciation post about just how extremely well constructed and well thought-out this map is.

The different locations (of which there are many!) mesh well together and help create the feeling that this isn't a mere bunch of houses in the middle of nowhere but instead what tries to be an actual town with its own logical build and infrastructure. For me that was always the point of Battle Royale and I'm glad you didn't make this about some boxes floating around in a sea of green or purple BGShadow. Places like a police station, a taxi station, a gas station, a cargo hold, a prison etc. combined into one big playground really make this map stand out among the legions of House of Island Melle of Waterfall BR :V [1.4 FIX]. There's even fun little "flavor" locations, among of which are bunkers, caves, crashed planes and tunnel systems. It's as realistic as SFD can get. The background and far background work is truly so fantastic it really helps you immerse yourself in the world; you can tell every single part of the map was made with care and love, the attention to detail is so great. I really appreciate it when map-makers put time into something that technically isn't even a part of the gameplay.

Now, surprise surprise, there are actual hiding spots around the map! That's truly what shocked me most. I'm talking physical parts of foreground that other players cannot see you through and from which you can ambush them. You don't see foreground used in maps very often, let alone it working so well. Those hiding spots come in forms of trees, bushes, trash cans, booths etc. You can't see players' names and you can't zoom out to see where everyone is, making hiding a very feasible tactic. You can have a player pass by you and they won't even notice you're there waiting to strike them. Combine that with the prone mechanic and you've got a very robust stealth system on your hands. Why is flashing the names when shooting marked as "(Bad)"? This seems like a very smart idea and it seems to work well too!

Each location has its own place for loot, and not only that, loot is found in the form of various object piles that don't look like loot at all. That's unique! Good loot shouldn't be as obvious as it is in such a mode. It's no longer supply crates, it's most things you wouldn't think to look at twice in a regular game that you can now press 'F' over and loot. It is most varied and can be articles of clothing (that visually change your character nonetheless!) and random pieces of armor, like helmets, vests and boots. I hear these help you survive and that's awesome on its own, the way that system works. It's not just yet another armor bar, it's building and customizing your character from scratch. Shame these BATMAN and DEADPOOL customs had to go, but this piece of script-making art had to happen eventually. Bravo!

The lobby room/death screen look great. I can't even begin to imagine how those work. The very action of dropping from the plane is very cool too, considering you can't really see where you drop and even after you do you have to navigate your way around the map blindly. The plane itself has this plaque that introduces you to the controls which is a very elegant way to familiarize players with them. There are "Red zones" (I'm assuming those are from PUBG?) that place you in danger if you're within them. Those give you an incentive to keep moving around and not camping it out in one single spot. There's this ASCII bar at the bottom of the UI which I haven't entirely figured out but that I realize is a minimap of sorts - a very clever way to incorporate a minimap display onto the game considering how difficult making custom UI set-pieces is.

Generally speaking, this map is such a neat mix of experimental mechanics (armor, HP item storage for later use, shrinking map borders, driveable vehicles, a prototype of a stealth system) that getting used to it and utilizing it to its fullest should be challenging but (hopefully) a most pleasant experience. I can't wait to see what happens when this gets more attention.

B-but... what is this? A map thread that looks good too? I thought only the map itself mattered!? Who would've thought presentation mattered. In all seriousness though, I'm glad you took your time to work on custom thread headers and logos too; you knew how important this way to me as a forum Mod and you sure as hell delivered :cry:

I never took interest in the PUBG/Fortnite fad but I sure as hell know where to look for my next Battle Royale playmode if I so desire to play one.
:star: :star: :star: :star: :star:
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Motto73
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Post by Motto73 » Mon Mar 26, 2018 8:26 pm

Thank you for this post @KliPeH ! In the end these are all I got from map making (and yes the joy of playing maps that are precisely as I want them to be). I really used a lot of time to create this map and I'd like to see it being played. I really love the idea of battle royale too and felt like I got to bring it to SFD (actually @CrazyDuck made one mode too, but it didn't have much scripts). I made almost everything myself, with only the phone booth being made by @Emmett_Brown (thanks for him). I also have my discord server where people suggest ideas and submit bugs. (Most notably @Minion222 , emmet, @Heli0s and @SAURABH , thanks to all of them).

I wish the dynamic duo also put their eyes on the map, and see my vision of the possible future of SFD and trying to adapt at least some of these ideas and maybe something more to add.

It has some problems though, like the camera: it shows you on the other edge and tries to zoom at the average of the other players, resultin gin situations where you must fight enemies that you can't even see. I wish this could be avoided in the future somehow.

Anyways, be sure to check it and leave a comment or something, I make my living with the download numbers :D


edit:
KliPeH wrote:
Mon Mar 26, 2018 8:12 pm
--
B-but... what is this? A map thread that looks good? I thought only the map itself mattered!? Who would've thought presentation mattered too. In all seriousness though, I'm glad you took your time to work on custom thread headers and logos too. You knew how important this way to me as a forum Mod and you sure as hell delivered :cry:
--
Yeah nowadays I'm trying to always give my best and every single detail matters. :D This is where most of my projects fall though, sticking too much to details and then losing all the inspiration because of a new project.

ps. I'm making another map with the same mode, but winter themed. You can consider SFR2 50% done already.
Last edited by Motto73 on Mon Mar 26, 2018 8:38 pm, edited 1 time in total.
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Post by Gurt » Mon Mar 26, 2018 8:34 pm

I'm gonna download it and try it out - thanks to the presentation! It caught my attention. But will not have time until the weekend I think.
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Post by KliPeH » Mon Mar 26, 2018 8:42 pm

So, @Motto73, could you please explain what the elements on this piece of UI represent?
Image

I figured this is a minimap, and that the |###| parts are areas that are already past the map's border. Red zones are presented as [RED]. Now, what's with the lettering? Are these supposed to look like buildings/topographical areas in ASCII form (I love ASCII games so if you took the time to map this out I appreciate you even more) or does the lettering stand for something else? Are 'B's two-story buildings and 'b's one-story buildings, and 'p's buildings with underground stories? I also noticed there was an 'o' moving on the map and I thought that was representing me, but I think it moved even when I wasn't.
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Motto73
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Post by Motto73 » Mon Mar 26, 2018 8:53 pm

KliPeH wrote:
Mon Mar 26, 2018 8:42 pm
So, Motto73, could you please explain what the elements on this piece of UI represent?
Image

I figured this is a minimap, and that the |###| parts are areas that are already past the map's border. Or perhaps these are red zones? Now, what's with the lettering? Are these supposed to look like buildings/topographical areas in ASCII form (I love ASCII games so if you took the time to map this out I appreciate you even more) or does the lettering stand for something else? I also noticed there was an 'o' moving on the map and I thought that was representing me, but I think it moved even when I wasn't.
Oh yeah, there are a lot things I just made and forgot to explain to anyone. I should propably include some info about the map.

Basically it represents the area ( The fictional island of Novograd ) in a wide side-view.

The letters and their meanigns:
  • __--==II==--__ : the topographic height of the terrain, usually in natural environment like hills and fields.
  • B b : Buildigns are with other letters; Capitalized letter tells you how high the building is related to the surroundings.
  • S M g etc.. : Special letters tell you what kind of a building it is: S is a shop, M is military outpost and g is a garage.
  • o is the current positon of the plane
  • ##### are area that are outside play area and | is the border wall

    The best way to learn the map is to jump on specific locations and memorize them, just like in any other game. If it was possible I'd show the position of your own player but then it'd be visible for everyone which ruins the stealth. Stealth is lyf so I decided not to show anyone.
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Post by JakSparro98 » Tue Mar 27, 2018 12:25 am

I can "smell" the great effort put into this project, good job @Motto73 , I will download the map to enjoy it in my own way (and since I'm very busy these days, that means testing the map in singleplayer and reading the script).

With you, @Shock, @Armadyl5, @Kawabanga and more others, that I certainly forgot to mention because my mind is tired, this community is constantly feeded up in the right measure with high quality contents, I know that maybe this isn't the right place to say that, but I saw in various occasions of what you guys can be able to do, and now I take this opportunity to say you guys are awesome!
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Post by Sh4d0w » Tue Mar 27, 2018 3:53 pm

I must say that it's one of the best modes I've ever played in SFD history.

Motto brought us some really nice stuff, like Da Deed Hunter, Hotline Fighters and Gore Script. I really liked these and I thought "Man, can it actually go further?"
This is the answer.

I really enjoy playing Superfight Royale. It's always a different experience each round, no matter if it's a solo, duo or even a team battle. It feels like PUBG or Fortnite. Each time I jump out of the plane, I think "How is this going to be? What will I get? Will I survive?". The locations are looking good, and the whole map feels like a battlefield it should be. The armor system is also nice, I should really check all the damage reductions for each pieces, maybe I will even post the results here.
The vehicles are also good! I did not smash anyone with those here, though, but I'm sure this will happen one day.

The whole map would be perfect... if not for one thing, and that is the force field. I understand that it has to be a restriction in the map and you have to escape it to survive, but I don't really like the concept of it being a wall. It's even more frustrating if you are the one cornered. By the "cornered" I am talking about a situation when you have low health and your opponoment(s) are waiting for you to come out, just to kill you within seconds. You have no other choice but to die, which here is to get killed by the enemy, or to get crushed by the force field.

Overall, it's a great and memorable map, and I hope more of these will come in future.
PROS + It never feels the same each round
+ The armor concept
+ A large area which feels as it was a battlefield
+ The stealth concept
+ The vehicles concept
+ A very challenging mode
CONS - The force field as a wall is kinda annoying


If I ever had to give it a rating, it would be 9.5/10, or maybe "A+". Keep it up, Motto!
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Motto73
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Post by Motto73 » Tue Mar 27, 2018 5:39 pm

Thanks for the feedback @Sh4d0w

There was the time I decided to make solid force field instead of a radiation zone that hurts players slowly. The radiation zone feels lame compared to the crusher wall. Sometimes you find people camping in places like the bunker in the forest hill, nothing is more rewarding than keep him down where he wanted to go and see how the wall gets closer and closer and finally corners him. The biggest problem with the solidness is with the cars, because you can just instantly smash into the wall without having any time to react. Maybe I'll work something for these situations later.
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Post by Billy » Wed Mar 28, 2018 2:56 pm

Thats a lot of content.
One complaint: where is the item Shop where I can spend 100 Dollars on a Pink paracute?
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Post by Sree » Wed Mar 28, 2018 3:45 pm

Nice map, but Imma still stick with melee fix 1.3.0.1 and no grab :v script.
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Post by Lunatic » Thu Mar 29, 2018 6:21 am

You misspelled "royale" as "roayle" in various places. The camera is kinda fucked in general and doesn't let you look in the right direction half the time.

Otherwise this map is absolutely incredible and I am highly impressed.
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Motto73
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Post by Motto73 » Fri Mar 30, 2018 8:09 am

Lunatic wrote:
Thu Mar 29, 2018 6:21 am
You misspelled "royale" as "roayle" in various places. The camera is kinda fucked in general and doesn't let you look in the right direction half the time.

Otherwise this map is absolutely incredible and I am highly impressed.
Yes, the camera is absolutely crap but there is nothing I could do for it. Maybe in future versions we get more control over the camera, who knows.
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Post by Evilsack » Sat Mar 31, 2018 12:48 pm

The goodshit. Gonna redownload SFD and see what's in store.
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Motto73
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Post by Motto73 » Sun Apr 01, 2018 11:04 am

Updated to V1.1.

Changes:
  • - Disabled collision on multiple tiles in the plane to prevent players from getting stuck
  • - Removed the "demo version" text from ending screen
  • - Filled multiple gaps in the background
  • - Added things to prevent players from falling in the very beginning of the flight
  • - Added new mode: Capture (All modes are now Teams (2v2 and 4v4), FFA and Capture)
    • - In Capture, all players are white and can revive anyone.
    • - Reviving someone makes you both into a team which you can keep on growing
    • - Last team alive wins
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Post by Gurt » Sun Apr 01, 2018 2:24 pm

Motto73 wrote:
Sun Apr 01, 2018 11:04 am
Updated to V1.1.
Gotta try to download that later when the website becomes available again. Currently unavailable for me :(
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Post by Shock » Sun Apr 01, 2018 4:37 pm

Gurt wrote:
Sun Apr 01, 2018 2:24 pm
Motto73 wrote:
Sun Apr 01, 2018 11:04 am
Updated to V1.1.
Gotta try to download that later when the website becomes available again. Currently unavailable for me :(
Do you mean the map site? You can ask someone for giving an document probably ;> @Motto73
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