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Banjoball v1.18


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Banjoball

Banjoball Site
Steam Group

You can also find other players at channel clan BNJO@USEast

Map Info:

Banjoball is basically a football game with spells, with some quirks to spice the gameplay up.
Every player has sprint and some utility abilities plus a unique special ability. The special abilities can manipulate ball, hinder enemies or allow your player to maneuver around the field.



Gameplay Videos:


Changelog:

- It's kinda the first version since the previous updates consisted of bugfixes.

- Just some minor fixes.

- More hats.

- 3D movement implemented.
- Black hole reworked.
- Assists are now shown.
- Draw result will now extend the game instead of ending it.
- New player, Karma Green Inn, added.
- Powershot now has a short casting time.
- Added random weather.
- Lots of small changes, fixes and optimization.

- Oak King Zit received a new ability and new character, Akari Ska as Ion Ink, was given Zit's Powershot ability.

- Fake injuries replaced with taunts and sadfaces.
- Small fixes.

- Fixed several bugs.

- Slightly buffed slam ability.
- Players may no longer hold the ball in unreachable places.
- Added switch command.

- Ball now has shadow.

- Taunt and sadface no longer interrupt orders.
- Goal camping penalty delay increased.
- Powershot now casts the ball with lesser force but makes it frictionless during the effect.
- Staying inside goal with ball for a while will now autoscore.
- Camera now autoadjusts to set distance.
- Switch improved to allow switching to enemy team and with enemy players.
- Votekick command added.
- Slam ability has less casting delay.

- 2 new terrains.

- Scores and assists are now shown on player board.
- Votekick and Switch now accept player names as a parameter.
- Goalkeepers limited to 1 per team. Any ally that attempts to enter goal area with a goalkeeper will be pushed back.
- Players can now collide if they are knocked one on another.
- Slam ability will now knock ball away as well. If a nearby player with a ball is close enough while being knocked, the ball will fly away.
- Black hole will now set ball owner to the owner of the black hole if the hole changes the ball's direction enough.
- Ability positions and hotkeys reorganized.
- Players may no longer walk while in air.
- Lots of optimization, bug fixes and general improvements.

- Slam buffed a bit.

- Powershot will now knock players away that take the ball.
- New Character, Szura Coh, added.
- Bug fixes.

- Slam knockback force now originates from the actual hit position instead of from caster's position.

- Lolz abilities are now granted after a delay to allow players to learn the core abilities.
- Some minor changes.

- Inclination renamed to Pull and got a buff.

- Fixed Slam bug that would cause the caster to be permanently disabled.
- Goals now have height.
- Added tournament mode.
- Minor bug fixes and optimizations.

- Added -lolz mode command.

- Added -observe command.
- -time command now accepts minutes:seconds format.
- Pull can now be disabled during the effect.
- Goal forcefield now pushes players away a bit.
- New character, Parch Nine Tie, added.
- Karma Green Inn's hats can now be properly seen.
- Lots of small changes and bugfixes.

- Fixed a bug that caused certain players to crash.

- Possibly fixed the goal bug.
- Parch Nine Tie can now hold and kick the ball, but can only possess it while holding it. The Possess ability has also been nerfed.
- Sunray weather on Sunny Hills is now more transparent and hopefully not annoying.

- Parch Nine Tie is now disabled by default, but can be enabled by host.

- Added 2 new fields, larger from previous.
- Some small changes I don't remember.

- Added new character, Ideal Vizzd Rakia.

- Changed code structure and fixed some bugs.

- Oak King Zit (Ninja) can now jump properly, higher and farther than before.

- Blackhole now grows quickly overtime when cast, instead of having instant full effect.
- Visual improvements to swap and blackhole.
- Better looking character choosing area.
- Some balance changes and minor fixes.

- Buffed Backflip a bit.

- Fixed a bug where Ball Slow would remain even if the player doesn't have the ball.
- Fixed a bug where a player would take the ball with him when going observe.
- Added -alt cam option.
- Swap and Pull slightly buffed.
- Wisp now has a proper hero glow.
- Added even more hats!
- Some hotkeys were changed.
- Added -teamcolor option.
- Fixed a bug with Switch.
- Added new character, Dark Dawn Oar.

- Fixed a bug where the ball would drop when someone uses -observe command even if that player didn't hold the ball.

- Curveshot buffed, the ball now makes a smaller angle and travels faster.
- Curveshot now gives assists properly.
- Sunray weather has been removed as it was still kinda annoying.
- Swap projectile now travels faster.
- Special ability tooltips now contain cooldown information.
- New loading screen.
- Players are now informed of what characters others pick.
- Oak King Zit no longer loses ball if he jumps in front of an enemy.
- Emotes and Pass me! can now be used even while paused.
- Added -names command
- Alternate camera now has a proper angle.
- Gravity has been slightly increased.
- Goalkeepers now get a special jump ability.
- If all players in a team use the shout ability, they'll get a negligible speed boost.
- Powershot channel now slows nearby players.
- Sunny Hills field has been slightly extended in size to fit the 4v4 play.
- Added -draft command for the host.
- Added new character, Clay Hand Nil.
- Few minor problems have been fixed (and hopefully no new have been introduced).

- Fixed a few bugs with switch.

- Slam and Curveshot have been slightly buffed.
- Fixed a bug with Powershot where player could slow anytime.
- Improved draft a bit.
- Added -apocalypse and -repick commands.
- If host leaves, a new one is automatically chosen now.
- Slam doesn't work as effectively in air now. The higher the character is, the weaker the slam.
- Some small changes and fixes.

- Slam force increased.

- Curveshot cooldown reduced to 1 second.
- Swap cooldown reduced to 16 and projectile speed slightly increased.
- Backflip jump height reduced slightly.
- Nisei Linesman now stops when encountering a unit on his path while tackling.
- Tackle no longer relies on Nisei's running speed.
- Black hole growth time increased.
- Super sprint initial speed reduced slightly.
- Fixed a bug where a player could leave the field using powershot.
- Fixed ghost super sprint bug.
- Wisp's possess has a new movement system.
- Snow has been darkened as it used to be too bright.
- All fields now have a proper border around it.
- Lots of bug fixes and small changes that haven't been logged.

- Hotfix.


- Fixes.




Credits:


Testers:

  • DarkNinjaSLO
  • Grofc
  • LMNz
  • FibSaSk
  • Luffy_299
  • oscarylios
  • drjigsaw
  • Trinnin
Models:
  • Hat models made by: RaidonGod (Chef hat), Fingolfin (Military hat), Sunchips (Mage hat, Wolf cap), Chriz (Pirate hat), debode (Santa hat), Dionesiist (Witch hunter hat), ikillforeyou (Crusader helm), Usedwell (Pumpkin head), Kitabatake (Samurai helm), Tr!KzZ (Spartan helm), Forgotten_Warlord (Voodoo mask).
  • Black hole by Mc !.
  • Shout effect by Infrisios.
  • Hero glow by assasin_lord.
  • Oak King Zit by Black_Stan.
  • Parch Nine Tie by JesusHipster.
  • Apocalypse black hole by Carrington2k.
  • Nuclear explosion by WILLTHEALMIGHTY.
  • Water plane by iNfraNe.
  • Waterfall by Buster.
  • Waterfall foam by Callahan, edited by FelFox.
  • Hats and helms building by Red XIII.
  • Dark Dawn Oar model by Dark Hunter1357.
  • Clay Hand Nil model by UgoUgo.
Skins:
  • Akari Ska as Ion Ink skin by Black_Stan.
  • Szura Coh and Ideal Vizzd Rakia skins by 67chrome.
Icons:
  • Super sprint icon by PeeKay.
  • Shout icon by Blaxor.
  • Ideal Vizzd Rakia icon by 67chrome.
  • Swap icon by By Hellx-Magnus.
  • Curveshot icon by Apheraz Lucent.
  • Dawk Dawn Oar icon by Luckerguy.
  • Clay Hand Nil icon by UgoUgo.
Other:
  • Shout sounds from Lord of the Rings movie.
Systems:
  • TimerUtils and xebasic by Vexorian.
  • AutoIndex by grim001.
  • UnitStatus by Rising_Dusk.
  • Multiboard, GameStart, Network, File and Event by Nestharus.
  • RegisterPlayerUnitEvent by Magtheridon96.
  • SpellEffectEvent by Bribe.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
banjo, ball, football, soccer, lol, ebin, magic, hats, HATS, did I mention hats?, black, hole, physics, Bob Marley.
Contents

Banjoball v1.21D (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 10-Dec-13 (19:43:19)Personal Comment:Nice map. Map Status: Approved (5/5) Highly Recommended
Level 2
Joined
Jan 23, 2013
Messages
20
I uploaded a banjoball video to YouTube if anyone's interested. It's a highlight video of a clan match between Clan FEAR and GotE, two clans that play Banjoball on USEast server.

 
Level 2
Joined
Jan 23, 2013
Messages
20
If the ball is powershotted in for a goal then bounces into the scoring team's net, the game glitches and no one can score again. Not sure if you knew about that. I encountered that bug a few times in the past couple of days.
 
Level 2
Joined
Jan 23, 2013
Messages
20
I encountered another bug where 2 Demon Hunters adjacent to one another sprinted at the same time a tree near them slammed and it sent the ball and 2 Demon Hunters into the air forever. Unfortunately I couldn't save the replay because the game crashed about 2 minutes later.
 
Level 2
Joined
Sep 14, 2008
Messages
29
Bad ideas post:

-Ban hero option (1 for each team)
-No hero repeat option
-Remake option in-game
-Large field (alrdy being worked on)
-Street field wtih triangular area (wat)

Bad hero ideas:

-Ice Golem: Cold shoulder (knocks enemies + ball, kinda like thrust in warlocks)
OR
-Water elemental: Super slide (knocks enemies but not ball and has a bit farther range)
-Goblin Mechanic: Silencer/Hacks (silences one hero nearby for 3-4 seconds)
-Lich (GK): Float (Can levitate till a certain altitude for a while and then comes down, cant score while levitated but can pass)
-Paladin: Useless shockwave which shocks through a wave both enemies, allies n ball.
-Archer: Shoots ball into a certain place through the air with a long curve, but ball stops dead when hitting ground, has charging time like power shot. If aimed behind goalie cant score because op. (basicly long passes)

FOR NOW...
 
Last edited:
Level 20
Joined
Jul 6, 2009
Messages
1,885
This might be a desperate question, but does this have AI?

Unfortunately not :c
It wouldn't be that hard to make, but it would take me some time and there some features I'm yet to add before AI. There also is an active community on battle.net playing this (although the activity kinda ceased because the summer is at end) so I didn't think there's a need for AI.
 
Level 12
Joined
Dec 28, 2008
Messages
1,143
Well, in my opinion, you could actually implement the AI if the community is slowly fading away. Because there will be some people still playing the stuff after summer and they would prefer singleplayer. Like me :p
 
Level 2
Joined
Sep 14, 2008
Messages
29
Read at least 2-3 posts above before blindly making one. Community is fading simply because the summer is at end and two of us are agreed about this.

Very persuasive argument, convinced me, if i had just read that community is fading because summer is over i wouldnt be making stupid posts, and even two people agreed about it!

Too bad the 12 man games that keep getting hosted, do not agree with you

Cooldown of abilities ples, ninja backflip cd should be lowered and tackle perhaps increased.
 
Level 2
Joined
Jan 23, 2013
Messages
20
Backflip: 30
Blackhole: 40
Possess: 40
Powershot: 36
Pull: 28
Slam: 28
Tacke: 28
Super Sprint: 6

Also, I'll totally improve anti-cell trigger in v1.11.

IMO tackle, blackhole, and sprint should maybe be a little bit longer. Powershot and backflip shorter. Ninja is like the worst hero now IMO other than powershot, because it's so easy to counter him with blackhole as goalie or a shaman to tackle the ball away from him. I also think if tackle had a longer cooldown it would make sorceress a more useful hero.
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
I'll probably increase tackle cooldown then.
I don't think, though, that blackhole and sprint should have greater cd. Blackhole's cd is already the greatest and super sprinter relies on the sprint; with no normal sprint, a greater cd on super sprint would make him really weak.
Ninja also doesn't seem weak, it's not easy to defend goal from a backflipping ninja.
 
Level 2
Joined
Jan 23, 2013
Messages
20
I'll probably increase tackle cooldown then.
I don't think, though, that blackhole and sprint should have greater cd. Blackhole's cd is already the greatest and super sprinter relies on the sprint; with no normal sprint, a greater cd on super sprint would make him really weak.
Ninja also doesn't seem weak, it's not easy to defend goal from a backflipping ninja.

Most people pick tree or blackhole as goalie and it pretty much completely negates Ninja, and he's basically useless on defense because he needs to be down field to score goals. Maybe making Ninja's sprint last longer could help.
 
Level 2
Joined
Sep 14, 2008
Messages
29
Ok so lets have a bad cell idea post:

-Increase blackhole cd from 40 to 45-50
-Increase tackle cd from 28 to 30
-Lower down height system significantly (just a lil more than the older versions pls)
-Change ninjas sprint to normal and give him windwalk ability with 0.5 sec fading time that lasts for 4 seconds (an anti-maphack system would have to be implemented). Cooldown 33 seconds.
-increase collision size on Swap's spell.

Bad hero suggestion ideas:

Samurai Hero

Blade Spin - Picks up all heros around him for 3 seconds (he can move while spinning). If he touches the ball while spinning it is pushed away. After the spinning is done all heros are pushed away. Cooldown is 35 seconds.
Magic Katana - When clicked it will shoot ball but it will split into two, a real one and a fake one (only allies can tell which is fake one, it will be colored blue). Both balls go off at an angle of 45º. Fake ball fades away after 5 seconds. Cooldown 36 seconds.

Model: http://www.hiveworkshop.com/forums/models-530/ronin-50824/?prev=search=Samurai&d=list&r=20

Pudge Hero (The originality is overflowing)

Hook - It shoots a hook into a certain range which can pull enemies or the ball towards himself (i dont know if allies). Cooldown is 28 seconds.

Model: http://www.hiveworkshop.com/forums/...n-239473/?prev=search=abomination&d=list&r=20

Time Hero

Time Stop - It reduces every character's movement speed for in-game (Except caster) for 5 seconds, it doesn't reduce ball speed. Cooldown is 40 seconds.
Time Travel - It activates a timer that will make you return to the place you casted the spell in after 3-5 seconds. Cooldown is 40 seconds.

Model: http://www.hiveworkshop.com/forums/models-530/slannesh2-49557/?prev=search=Wizard&d=list&r=20

Pirate Hero

Cannonball - Shoots up a ''mortar'' into the air which will land in a certain AOE, and it will explode pushing everything away, whoever's holding ball will lose posession of it. Cooldown: 35 seconds.

Model: http://www.hiveworkshop.com/forums/skins-552/barbosa-61964/?prev=search=Pirate&d=list&r=20

Sharpshooter hero

Snipe: Can only be done while holding ball. It will home at the target (if its an ally it homes towards him) at a decent speed, with infinite range. It will smash back once it hits that ally. Cooldown: 35 seconds.

Model: http://www.hiveworkshop.com/forums/models-530/riflemanelite-49808/?prev=search=Rifleman&d=list&r=20

Sumo Panda Le banjew hero (Eh... ok this one not so much, dat model tho)

Judo Throw: Grabs target ally/enemy and throws him a large range away.

Model: http://www.hiveworkshop.com/forums/...-130784/?prev=search=sumo%20panda&d=list&r=20
 
Last edited:
Level 1
Joined
Oct 27, 2013
Messages
2
I don't agree with Blackhole's cooldown being increased at all. It's fine. Perhaps a slight nerf to its radius though.

I believe if the Sorceress were given a balance-tested acceleration factor to her link ability, she would no longer be able to simply be spun around by her target, and actually become a useful character in that regard. Her long-distance mobility at the moment is decent but she can't 1v1 for shit.

The Swapper is a little underpowered at the moment as the projectile is overly difficult to hit. I'd suggest increasing the width of the projectile somewhat at least, if not other changes.

Powershot is also slightly underpowered in that her special is usually easily predictable, whether you've got opponents near or far; I'd say cut the cast time by 25-50%. Or whatever works.

Please fix up the 5v5 map. I've said it before and I'll say it again; the edges (uneven water) and nets (awkwardly placed rocks and shit) make it unplayable.
 
Last edited:
Level 2
Joined
Feb 2, 2009
Messages
12
I agree with pretty much every balance change Hk brought up - the meta is still fun because of the dimensions of play in the game, but half of the different champs aren't used because they're extremely ineffective against people who know how to nullify their abilities

Most of Cell's new idea's were pretty good too, and I'm sure they'd work with some tweaking and testing in-game. I'd like to put forward one that he didn't bring up though and that I think you've probably heard about;

The Curve shot, or crossing champ.

Basically he has two spells, each with a 12 second cooldown. One is a curve pass that curves about 45 degrees in from the left, reaches its apex at the halfway mark of the balls trajectory, and then finishes its course on or a few yards past where a normal straight pass would have ended up. His other spell would be a copy of this but curving in from the right.

This would open up many new possibilities for great passing plays and to nullify the defensive block teams can sometimes make when they have 4 bodies behind the ball and crowding the box (thwarted only by the tree or black hole usually). It would also allow for more plays from wide areas in the final third, such as accurate crosses curved around defenders and the keeper to arrive at the feet of players for one-time shots, which is quite hard to do right now unless you perfect the wall-pass.

I don't know which fucking model you would use for this, I suppose it doesn't matter. Maybe just the normal male human model?
 
Level 2
Joined
Jan 23, 2013
Messages
20
I agree with pretty much every balance change Hk brought up - the meta is still fun because of the dimensions of play in the game, but half of the different champs aren't used because they're extremely ineffective against people who know how to nullify their abilities

Most of Cell's new idea's were pretty good too, and I'm sure they'd work with some tweaking and testing in-game. I'd like to put forward one that he didn't bring up though and that I think you've probably heard about;

The Curve shot, or crossing champ.

Basically he has two spells, each with a 12 second cooldown. One is a curve pass that curves about 45 degrees in from the left, reaches its apex at the halfway mark of the balls trajectory, and then finishes its course on or a few yards past where a normal straight pass would have ended up. His other spell would be a copy of this but curving in from the right.

This would open up many new possibilities for great passing plays and to nullify the defensive block teams can sometimes make when they have 4 bodies behind the ball and crowding the box (thwarted only by the tree or black hole usually). It would also allow for more plays from wide areas in the final third, such as accurate crosses curved around defenders and the keeper to arrive at the feet of players for one-time shots, which is quite hard to do right now unless you perfect the wall-pass.

I don't know which fucking model you would use for this, I suppose it doesn't matter. Maybe just the normal male human model?
The only problem I have with a hero like this is that it's one-dimensional in the sense that it can only be used for passing. Every other ability can be used in a variety of different ways. I do agree that curved passes should be added in somehow though.
 
Level 2
Joined
Feb 2, 2009
Messages
12
The only problem I have with a hero like this is that it's one-dimensional in the sense that it can only be used for passing. Every other ability can be used in a variety of different ways. I do agree that curved passes should be added in somehow though.

Maybe giving the Powershot curve passes ontop of his Powershot would increase his effectiveness and relevance? I'm just brainstorming here, it might make him beyond OP

It could make him a great deep-lying player (Playing defensively mainly) and would force teams to take up formations to try to counter him and watch the runs of his team-mates, as he could pick them out with power-shots or curved passes
 
Level 2
Joined
Jan 23, 2013
Messages
20
I also think the black hole hero needs to be nerfed a bit. Maybe a smaller "catching range" for the hero and smaller AoE for the black hole would work. Right now that hero is OP for goalkeeping. There's pretty much no reason to choose any other hero to goalie except Shaman but it's very difficult to goalie with Shaman, whereas it's pretty simple to goalie with black hole.
 
Level 2
Joined
Sep 14, 2008
Messages
29
I also think the black hole hero needs to be nerfed a bit. Maybe a smaller "catching range" for the hero and smaller AoE for the black hole would work. Right now that hero is OP for goalkeeping. There's pretty much no reason to choose any other hero to goalie except Shaman but it's very difficult to goalie with Shaman, whereas it's pretty simple to goalie with black hole.

YES, SHORTER ARMS FOR BH GOALKEEPER!

I am eagle
 
Level 1
Joined
Jan 30, 2013
Messages
4
Garfield~

Garfield, While playing the game, I heard an odd sound.

What is the sound that 'America fuck yeah~'.?

I love this map. plz let me know that.
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
Garfield, While playing the game, I heard an odd sound.

What is the sound that 'America fuck yeah~'.?

I love this map. plz let me know that.

It's a joke I made for a friend who used to play Banjoball. He likes America in a satirical sense, so if a player named like him ("Trinnin") scores, a part of this song is played: http://www.youtube.com/watch?v=7R5A0pg4oN8
It also works if team is named like him.
 
Level 2
Joined
Feb 2, 2009
Messages
12
Garf released the beta of a new version, with mixed receptions from the regular community on U.S east

Changes include; Nerf to blackhole. It's now meant to be more predictive than a reactionary get out of jail free card

Buff to Ninja jump so that he can shoot more effectively and doesn't get robbed by anyone and anything he jumps around

Sorceress pull buffed, sped up slightly

Buff to Swapper projectile
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If I'm missing anything, Garf will probably update you on it. We encourage anyone else interested in the map to give it a try, or to come around clan GoTE or clan FEAR on U.S east and play some games with us
 
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