ShootMania

from Wikipedia, the free encyclopedia
ShootMania
Shootmania.png
Studio Nadeo
Publisher Ubisoft
Erstveröffent-
lichung
April 10, 2013
platform Maniaplanet ( Windows )
genre First person shooter
Game mode Multiplayer (Internet & LAN )
control Keyboard , gamepad
system advantages
preconditions
  • Windows Vista SP2 / 7 SP1 / 8.1 / 10
  • Dual core 2 GHz
  • 2 GB RAM
  • 512 MB graphics memory
  • DirectX 11
  • 2 GB hard disk space
medium Download
language French, German, English, Italian, Spanish
Current version Maniaplanet v4.1
Age rating
USK released from 12
PEGI recommended for ages 12 and up

ShootMania is a first person shooter from Nadeo and Ubisoft that is played on the Maniaplanet platform . ShootMania Storm , the only title so far, was released on April 10, 2013.

Gameplay

Each player has armor points, stamina and ammunition. If a player is hit, he loses one of his armor points, which can be regenerated on certain maps on certain platforms. If a player has no more armor points, he is eliminated, which, depending on the game mode, is either eliminated from the round or respawned . By using stamina, a player can jump, run faster, or delay their fall while sliding across the floor. While the player does not use up his stamina, it regenerates slowly. If the player is in the water, he loses all of his stamina and can only regenerate as soon as he leaves the water. ShootMania has no unlockable or buyable objects, so all players have the same chances. As in TrackMania 2 , it is also possible for the player in ShootMania to create their own maps or to change their appearance. The user interface including the map editor is almost identical to that of TrackMania 2, since both games are played on the Maniaplanet platform .

weapons

Unlike most other first-person shooters, ShootMania does not contain weapons with real counterparts. Instead, the player's shots come from a weapon located on the player's right arm. The player cannot see the weapon, his arm or any other part of the body. Firing a weapon does not cause recoil and does not affect the player in any way. There are four different weapons in total. Depending on the game mode, the weapon depends on the selection of the player, the position of the player on the map or the team of the player. The ammunition is usually unlimited, but the mostly limited magazine must be reloaded. If the magazine is not completely full, ammunition is reloaded automatically and without animation. Reloading does not affect the player, i.e. H. as long as the magazine is not completely empty, the player can shoot. the range of all weapons is limited. With the update to Maniaplanet 4 it is possible to define your own weapons for self-created game modes. This list only contains the weapons that are integrated into Maniaplanet by default and are therefore used in many game modes.

  • Missiles are every player's standard weapon. They fly relatively slowly, which makes it possible to evade long distances. The shooter must hold up to be able to hit his opponent or must attack him in close combat. Missiles have the fastest reload time. By default, the player can have up to 4 missiles in his magazine. Missiles explode when hit by an enemy or object, causing recoil. This recoil can e.g. B. used to move yourself or to push other players (English. Bumping ).
  • Laser or Railgun can usually only be used by players who stand on special platforms. Firing creates a laser beam that disappears immediately after firing. The laser does not recoil on hit and must be reloaded after each shot. The laser is also the only weapon that can destroy other projectiles, in which case the laser is reloaded directly.
  • Nucleus or Nuc refers to balls that fly very slowly and explode if one or more opponents are in close proximity. Otherwise they will explode automatically after a short time. A nucleus that hits a wall will stick to it until it explodes.
  • Arrows are the only projectiles affected by gravity. They explode when hitting an object or player and inflict damage to all players in the explosion area.

Environments

For ShootMania only the Storm environment is available so far , in contrast to TrackMania 2 for which four environments have already appeared. Nadeo originally wanted to bring out a new environment every year. To create and edit a map, there is a simple and an extended editor, in which ready-made building blocks can be placed in a three-dimensional area divided into cuboids . It is also possible to edit the building blocks with the Mesh Editor integrated in Maniaplanet 4 . It is also possible to create your own objects and offer them for download. In addition, objects created with external programs such as B. Blender were created to be imported.

Storm

Storm is the first and so far only environment available since the game was released. Different types of paths, walls and tunnels and special objects, such as B. jumping or regeneration platforms as well as meadows, hills, steep cliffs and water surfaces for landscaping.

Cryo

Cryo is a planned environment that has not yet been released.

Game modes

Various game modes for ShootMania can be downloaded from Maniaplanet. You can also create your own game modes and offer them for download.

Battle

Lineup: team vs. team

Equipment: max. Armor points: 2, weapon: 4 × rockets (other weapons depending on the map)

Developer: Nadeolabs

The goal in Battle is to conquer all towers of the opposing team. One team can attack, the other has to defend. An attacker can capture a tower by being in the capture area of ​​a tower. If a defender is in the conquest area of ​​a tower, it is blocked for conquests until the defender leaves the conquest area again or is eliminated. If the attacking team has not made any conquest progress for 15 seconds, roles are reversed. At the beginning of the round there is a neutral tower in the middle of the map, whoever touches it first can attack first. The team that conquers all of the other team's towers first wins the round. The team that won two rounds first wins the map.

BattlePro

Line-up: 3 players vs. 3 players

Equipment: max. Armor points: 2, weapon: 4 × rockets (other weapons depending on the map)

Developer: Joustice League

BattlePro is a variant of Battle in which the team size was limited to 3 players. That's why BattlePro is played on smaller maps. Other small improvements have also been made.

Victories

Lineup: attacker vs. defender

Equipment of the defenders: max. Armor points: 1, weapon: 4 × rockets (on some servers also 2 × nucleus)

Equipment of the attackers: max. Armor points: in the first pair of rounds 1, in the second pair of rounds 2, etc., weapon: 1 × laser (on some servers also 2 × rockets)

Developer: Nadeolabs

The attacker's task is to capture all checkpoints in the prescribed order. The defenders must stop the attackers from doing so. A checkpoint is considered captured if an attacker stands in the captured area long enough or all defenders have been eliminated before the time expires. Once a checkpoint has been captured, all defenders in the vicinity of the next checkpoint respawn to defend it. An eliminated attacker does not respawn and watches until the target has been captured or all attackers have been eliminated. If the last checkpoint (called "target") is captured by the attackers, they immediately win the map. If, on the other hand, the defenders win a round (because the attackers did not capture a checkpoint), the next round begins. In the first two rounds the attackers have one armor point, after each pair of rounds the attackers receive one armor point. This increases the attacker's chances of conquering the target. In each pair of rounds, each team plays once as an attacker and once as a defender. Since it is only possible for one attacking team to win the map, it is of course desirable to attack first in a pair of rounds. Therefore, the team that has conquered more checkpoints than the other team in the previous pair of rounds may attack first. Only in the first pair of rounds will the roles be drawn.

Obstacle

Line-up: single player

Equipment: weapon: rockets (number depends on the map)

Developer: Ascent

The obstacle mode is about reaching all checkpoints in the prescribed order as quickly as possible. A player can respawn at the last checkpoint as often as he likes, but the time continues. Players can see each other, but not influence each other, so armor points do not matter. Weapons are available depending on the map, but it is only possible for the players to influence themselves through the recoil of the weapon explosions. Most servers keep their own lists with the personal best times of the players, these are saved even after a map change.

Infection

Teams: Survivor vs. Infected

Equipment of the survivor: max. Armor points: 1, weapon: 4 × missiles (other weapons depending on the map)

Equipment of the infected: max. Armor points: 3, weapon: none (1 × rocket if there is only one infected )

Developer: Dmark, RIscRIpt

At the beginning of a round, all players are survivors . An eliminated player respawns as infected . Survivors are also eliminated if they touch an infected. In order for there to be infected at all, a randomly selected survivor is eliminated shortly after the start of the round. Players receive points if they kill a survivor while being infected or if a survivor is eliminated while they are survivors themselves. Survivors can shoot Infected, but do not receive any points. The round ends if all players are infected or there are no more infected players in the game (because all infected players have left the game). After seven rounds or when a player has reached 100 points at the end of a round, the map is changed.

Royal

Line-up: single player

Equipment: max. Armor points: 2 (after respawn: 1), weapon: 4 × rockets (other weapons depending on the map)

Developer: Nadeolabs

Royal is a free for all game mode in which the goal is to collect points in order to first reach the point limit (usually 100–200 points). Eliminated players respawn, but only with one armor point. In the middle of the map there is a checkpoint that can be captured, which activates a tornado. If you are eliminated after the tornado has activated, you can no longer respawn. The tornado is cylindrical and contains the complete map at the beginning, but is reduced in size. Players who get into the tornado wall are eliminated, reducing the play area. The round ends when there is only one player left. The player receives points for kills, for activating the tornado and for eliminating another player while he is still in the game. As soon as a player reaches the point limit at the end of a round, the map is changed.

Royal Squad

Line-up: any number of teams of up to 4 players

Equipment: max. Armor points: 2 (after respawn: 1), weapon: 4 × rockets (other weapons depending on the map)

Developer: Triss

Royal Squad is similar to Royal, but can be played in teams of up to 4 players. If a player has only one armor point, but has a maximum number of two armor points (i.e. has not yet been eliminated), he can be shot down by a team member in order to regenerate one armor point.

elite

Lineup: 1 attacker vs. 1-3 defenders

Equipment of the defenders: max. Armor points: 1, weapon: 1 × rockets (other weapons depending on the map)

Equipment of the attacker: max. Armor points: identical number of defenders, weapon: 1 × laser

Developer: Nadeolabs

In Elite, two teams of 1-3 players compete against each other. One team completely takes on the role of defender, while one player from the other team plays the attacker. Meanwhile, the attacker's team members observe their attacking colleagues. The attacker's team wins the round if they capture the target (which can only be done in the last 15 seconds) or if all defenders have been eliminated. The defenders win the round if the attacker is eliminated or if the one minute time limit has expired. Then the roles are swapped and the next round begins. The first team to win at least nine rounds with a gap of two wins the map.

Speedball

Lineup: team vs. team

Equipment: max. Armor points: 2, weapon: 4 × missiles

Developer: steeffeen

At the beginning of the game, a ball is spawned in the middle of the map. This must be collected by a player and brought to the opposing "Goal". There the player with the ball can score a point for his team by being in the goal for 1.6 seconds. Each team has exactly one goal. The players can shoot each other (even within a team), except for the player who has the ball. If that player hits another, the player hit does not lose armor point, but instead receives the ball. This allows players to pass the ball to each other. An eliminated player respawns after a short time. If the ball carrier is eliminated, then he drops the ball. This can be lifted again, but if it remains for five seconds, it will be teleported back to the center of the map. If no team has scored a point for three minutes, the time that the ball carrier must be in the goal is reduced from 1.6 to 0.0 seconds within two minutes. The team that scores three points first wins the map.

Joust

Lineup: 1 vs. 1

Equipment: max. Armor points: 7, weapon: 5 × rockets (other weapons depending on the map: 1 × laser, 2 × nucleus, 3 × arrows) (all weapons without automatic reloading)

Developer: Nadeolabs

In Joust, two players compete against each other on a map. Each player is equipped with five missiles, depending on the map different weapons can be used in certain places. The ammunition is limited for all weapons. To get ammunition, a player has to reach one of the two so-called “poles” on the map. When the pole is reached, the ammunition for all weapons is refilled. However, it is not possible to use the same pole twice in a row. If a player does not reach a pole for 45 seconds, they automatically lose. The goal is to hit the opponent at least seven times, with a distance of at least two hits. This is realized by the fact that each player starts with seven armor points and if a player with one armor point hits his opponent and he has two armor points, the second player does not lose any armor point, but instead the first player gets one armor point back, so that both players now have two points to have.

reception

Storm

supporting documents

  1. a b ShootMania: Storm at GameStar
  2. Install Maniaplanet. Retrieved January 7, 2019 .
  3. ShootMania Storm on Steam. In: store.steampowered.com. Retrieved October 29, 2016 .
  4. Forum contribution by Hylis
  5. List of objects for ShootMania on ManiaPark
  6. Nadeo Importer Maniaplanet Support
  7. Shootmania and Maniaplanet Round-up , GameGrin
  8. Official ShootMania Game Modes , Ubisoft Support
  9. Browse Titles for ShootMania, order by registrations , Maniaplanet
  10. Jump up Battle , Mania Planet
  11. BattlePro , ManiaPlanet
  12. Siege , Mania Planet
  13. Obstacle , Mania Planet
  14. Infection , Mania Planet
  15. Shootmania infection mode , GitHub
  16. Royal , Mania Planet
  17. ^ Shootmania Live: Royal Squad , Maniaplanet
  18. Elite , Mania Planet
  19. Speedball , Mania Planet
  20. Joust , Mania Planet
  21. ShootMania Storm at Metacritic
  22. Frank Erik Walter: ShootMania Storm - Test. Eurogamer, April 16, 2013, accessed June 17, 2017 .
  23. Craig Pearson: ShootMania: Storm review. PC Gamer, June 9, 2013, accessed June 17, 2017 .