Von Lethamyr

31 Gedanken zu „INTRODUCING: Rocket League BARREL RUN“
  1. Hmm, I saw those balls spawning at the top. Are you using the ball's random spawning mechanics to determine the spawning of the barrels? Having them spawn, hit a switch to spawn a barrel, then despawn the ball for it to repeat? And I think they are rolling by just annimation right? Not by physics? And what if they were to fall by physics? Giving quite choatic drops? Does haymaker work on objects that arent defined as a ball? Man I wish I knew how to make maps… XD Great vid though 👌

  2. It might be more interesting if there was a way to tell where the next barrel would be spawning, with a delay. Like a half-transparent barrel appearing 3 seconds before the next spawns. It leaves some place for anticipation and removes the results of randomness.

  3. Some power up pads sprinkled along the side would make it interesting, enticing the player to go to the most dangerous side for a nitro (think Rumble) or a temporary shield which could absorb one barrel hit.

    To add further meta strat, a car hitting a barrel could destroy it, so a team could either shield one player for a point (sacrificing themselves) or deliberately bump opposing team into a barrel to create an opening.

  4. I feel like staying toward the center as much as possible is the best strat here. RNG is still gonna reign supreme, but it looked like staying toward the center, more people got near the top quicker. This looks like a load a fun!

  5. And this my friends is why stage hazards are never purely RNG based, because that spins wildly out of control. And if your best advice for beating sth is "just pray" then you messed up bigtime.

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