Smashball é um jogo de tiro em primeira pessoa, rápido e ultra violento. Os dois times usam manobras sobre-humanas, um gancho com física realista e um arsenal de alta potência para tentar marcar, com uma única bola, um ponto no gol adversário.
Análises de usuários:
Todas:
Neutras (209 análises) - 63% das 209 análises de usuários deste jogo são positivas.
Data de lançamento: jun 2009

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Instalar Smashball

Mod do Half-Life 2

 

Sobre este jogo

Smashball é um jogo de tiro em primeira pessoa, rápido e ultra violento. Os dois times usam manobras sobre-humanas, um gancho com física realista e um arsenal de alta potência para tentar marcar, com uma única bola, um ponto no gol adversário. No site da liga, os jogadores podem ver estatísticas dos jogos, criar times e participar dos nossos próprios torneios com prêmios em dinheiro!

Principais características:

  • INCRÍVEL MOBILIDADE! Jogadores de Smashball podem usar seus Turbo Moves para aumentar sua velocidade. O Gancho pode ser usado para se balançar sobre áreas abertas e dobrar esquinas. A combinação dos dois permite supremos feitos acrobáticos.
  • AÇÃO INTENSA! O jogo é focado na Bola. Cada segundo deve ser usado para marcar Runs ou tiros ao gol inimigo. Jogadores em quatro diferentes posições de jogo jogam com passes habilidosos enquanto tentam se golpear mutuamente. Todas as armas têm munição infinita e os jogadores têm energia regenerativa. Um 'Charge' brutal é a melhor maneira de golpear ou matar um jogador.
  • PERSONALIZAÇÃO DE PERSONAGEM! Jogadores ganham experiência por jogar, e podem comprar habilidades especiais conforme atingem níveis mais altos. Habilidades são usadas dentro do jogo para formar capacidades do personagem para funções específicas. Há toda uma estratégia em escolher a combinação certa de habilidades.
  • JOGOS DA LIGA INTEGRADOS! Quando você joga, o jogo irá automaticamente registrar você para o Intergalactic Smashball League. Através do site da liga você pode criar ou se juntar a times e competir em torneios valendo prêmios! O site da liga pode também ser usado para agendar partidas e iniciar servidores automaticamente!

Requisitos de sistema

    • Operating System: Microsoft® Windows® 2000/XP/Vista
    • Processor: 1.2 GHz Processor
    • Memory: 512 MB RAM
    • Hard Disk Space: 4.5 GB
    • Video Card: DirectX® 7 Compatible, 128 MB
    • Sound Card: 16-bit Sound Card
    • DirectX® Version: DirectX® 7
Análises de usuários
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Todas:
Neutras (209 análises)
Últimas análises
MasterJoshex
( 0.7 horas registradas )
Publicada: 12 de maio
Produto recebido de graça
This game sucks because no one plays it other than that pretty cool mechanics. Being. Wasted. So if u want to play against on one than don't download this game
Donald Trump Minecraft Skin
( 2.8 horas registradas )
Publicada: 8 de maio
I think the biggest reason this game failed is because the red team was named RED ROCKETS
PsychoBatmantis
( 0.2 horas registradas )
Publicada: 25 de março
I am unable to see any servers to connect to, so my experience in the tutorial ended when I couldn't kill this... robot/man/enemy/target with about 1 minute of bullets into his face and chest area. This has potiental, but with no one else to play with it is just a waste of time =[
Mr. Higgles
( 0.7 horas registradas )
Publicada: 19 de março
I just got to play the tutorial because there are no servers on the game. From how fun the tutorial is makes the game seem really fun to play. This game needs revived!
Themicrocheeze
( 0.5 horas registradas )
Publicada: 13 de fevereiro
this mod is abandond, dont bother downloading. (no offense to the devs)
Arlojmikk
( 0.7 horas registradas )
Publicada: 13 de fevereiro
needs singleplayer
HL3 Confirmed | I'm fan
( 0.6 horas registradas )
Publicada: 14 de janeiro
It's a very good game amd really has some potential, but it needs more players.
⚜ Darwin Cawthon
( 0.3 horas registradas )
Publicada: 28 de dezembro de 2015
a idéia do jogo é bacana porém não tem ninguém jogando isso é uma pena ví o tutorial e vale a pena jogar
Apollo
( 0.4 horas registradas )
Publicada: 22 de outubro de 2015
Basically, its a ♥♥♥♥ game.
Borglaw
( 0.3 horas registradas )
Publicada: 27 de setembro de 2015
Couldn't even get through the tutorial so i dont want to try any more of this game. I shouldnt have to glitch jump on the wall just to go up the platforms. Very flawed.
I'm blue i must die! (Drax)
( 0.1 horas registradas )
Publicada: 22 de setembro de 2015
This game is f****** ♥♥♥♥!
Plutia (sleeping iris heart)
( 1.0 horas registradas )
Publicada: 7 de setembro de 2015
it sucks the mod sucks
KING KAPOOTIS!
( 3.0 horas registradas )
Publicada: 26 de agosto de 2015
why does no one play this game? this game couldve been such an epic game. if people could give it a chance.

4/10 as fun as it is, i gotta r8 it as this.
Spatvark
( 308.0 horas registradas )
Publicada: 22 de agosto de 2015
The Game That Could Have Been King...

Back in 2009, Valve put a small mod on the front page of their Steam store, leading to a rush of new players, myself included, all jumping aboard the Smashball train. And what we found? Something really incredibly fun. But if the game was that good, why does nobody still play it? Well, I'll get to that in a bit, but here's a summary of what the game was actually about.

Two teams, divided up into four classes (Forward, Half-back, Full-back and Goalkeeper), armed with guns and grappling hooks, running and jumping - but mostly swinging - to get the ball into the opposition's net. Throwing the ball in would get three points, while carrying it in for a run would garner seven points. With each match consisting of six three-minute periods, matches were fairly brief, but full of action.

Each class had their own weapons and stats; forwards were fast but squishy with fairly weak weapons, full-backs slow but strong with weapons designed to slow the enemy down enough to get in close for bruising body tackles. Half-backs balanced between the previous two classes - stronger but slower than forwards, weaker but faster than full-backs, with middling weapons. Goalkeepers though were the meanest of the lot; stronger than all the other classes and with the best weapons, they were limited to only one a team, and were often actually controlled by bots (the only class that had bots actually!) since their job was to hang back and defend the goal and most people didn't want to do that in scrimmages.

All classes also had a slowly recharging power bar, with which they could do one of two things; hit Shift to start a turbo charge which would propel them at high speed for a short distance and with the weightier classes, also doing a lot of damage if connecting with an opponent and maybe causing them to drop the ball, but by pressing F, they would also use the pickup skill. How this worked was it emitted an invisible sphere around the player, differently sized for each class, which if the ball was loose within it, would cause the ball to zip straight into their hands. This meant that players could not only scrabble for balls that had fallen to the ground (and sometimes those moshpits in the corner were grotesquely brutal), but they could also intercept their opponents passes, snagging the ball in midair as it was homing in on it's targetted receiver.

But what the game was really about? Speed. This being a Source engine game, with its own unique take on physics, led to some interesting little tactics that came prominently to the fore in Smashball. Firstly, that bunnyhopping was automatic if you held down the space bar. This meant that on a straight line, you could always maintain your momentum, however fast you were going. With a little bit of practice, grappling through doorways allowed players to build up tremendous speed, allowing them to soar across the maps. And with airstrafing, an interesting little quirk in the physics more commonly seen on Counter Strike's surf maps, it meant that people could also turn corners while maintaining the furious pace they'd built up. This led to an incredibly high-octane experience of breathtaking movement mixed with complete and utter physical carnage.

There were problems though. Goalkeepers' weapons were incredibly powerful, but terrible at range, enough so that a forward could pick them off easily, allowing for easy goals or runs. Forwards' pickup spheres were so large that they actually made better goalkeepers than, well, the goalkeepers, so they would often camp in front of their own goal once the opposing side had the ball, snatching any shots that came their way. And if you couldn't throw the ball in, well, you couldn't run it in either because the goal line would get flooded by players physically blocking you as well. Oh, and the tutorial? Completely and utterly useless in preparing a player for the actual game.

The biggest problem though was the game's main feature: speed. Or more specifically, the one skill that was utterly required to become good at the game, involving maintaining your high speed and enabling you to avoid enemies as you raced for the opposition's goal. Airstrafing. It wasn't that it was an inherently bad thing; I'd in fact say the opposite, it was brilliant. It's just that it was actually very, very, VERY hard to learn, and basically involved hours and hours of practice, usually by yourself, to hone a skill for a free mod.

When the game's population exploded due to the Steam publicity, lots of people were utterly new to the game and since there were so many starting out at the same level, the game was genuinely fun. But as others got better and better, including picking up airstrafing, a clear divide began to become obvious in the playerbase. Those who could airstrafe were incredibly fast and hard to stop from doing whatever the hell they wanted, while those who couldn't airstrafe (and I was pretty bad at it myself) simply couldn't keep up. Since the airstafing skill is so hard to pickup, it led to a lot of people leaving the game, the enjoyment of the frenetic scrambles having faded away as they were constantly outclassed by the same people again and again.

The developers noticed this, and promptly went into a panic. Understandably so, their beloved mod was dying right before their eyes, and they knew they had to do something to stop that from happening. And so they nerfed the top speed available, made players stick to the ground more, made weapons do more damage and made the maps smaller.

In the end, Smashball was a game that was all about speed, and when that was taken away, nobody wanted to play it anymore, and it died a sad and ignomious death. If anything, the game was a victim of its own success; the Steam explosion really brought its weaknesses to the fore, and the developers rushed to create a fix for it that ended up alienating their core playerbase instead

Would the new Source engine fix airstrafing, making the game a more even playing field were it to be remade? I know I'd sure like to find out; over five years have passed since I last played Smashball regularly, and I still miss it.
CATACLYƵM
( 1.3 horas registradas )
Publicada: 2 de agosto de 2015
Literally the worst game I've ever played but funny if you know how to break it (which shouldnt be that hard to figure out)
Sheogorath
( 0.1 horas registradas )
Publicada: 27 de julho de 2015
This game sucks balls
Rail
( 0.3 horas registradas )
Publicada: 23 de julho de 2015
Apparently I played this a few years ago. I just heard that I can't play it anymore.
I don't remember any of it. RIP
zhoover656
( 0.2 horas registradas )
Publicada: 10 de julho de 2015
no one plays it
r_washer
( 0.2 horas registradas )
Publicada: 16 de junho de 2015
cant get past the first level great game though
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2 de 3 pessoas (67%) acharam esta análise útil
1 pessoa achou esta análise engraçada
Recomendado
2.8 horas registradas
Publicada: 8 de maio
I think the biggest reason this game failed is because the red team was named RED ROCKETS
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68 de 72 pessoas (94%) acharam esta análise útil
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Recomendado
308.0 horas registradas
Publicada: 22 de agosto de 2015
The Game That Could Have Been King...

Back in 2009, Valve put a small mod on the front page of their Steam store, leading to a rush of new players, myself included, all jumping aboard the Smashball train. And what we found? Something really incredibly fun. But if the game was that good, why does nobody still play it? Well, I'll get to that in a bit, but here's a summary of what the game was actually about.

Two teams, divided up into four classes (Forward, Half-back, Full-back and Goalkeeper), armed with guns and grappling hooks, running and jumping - but mostly swinging - to get the ball into the opposition's net. Throwing the ball in would get three points, while carrying it in for a run would garner seven points. With each match consisting of six three-minute periods, matches were fairly brief, but full of action.

Each class had their own weapons and stats; forwards were fast but squishy with fairly weak weapons, full-backs slow but strong with weapons designed to slow the enemy down enough to get in close for bruising body tackles. Half-backs balanced between the previous two classes - stronger but slower than forwards, weaker but faster than full-backs, with middling weapons. Goalkeepers though were the meanest of the lot; stronger than all the other classes and with the best weapons, they were limited to only one a team, and were often actually controlled by bots (the only class that had bots actually!) since their job was to hang back and defend the goal and most people didn't want to do that in scrimmages.

All classes also had a slowly recharging power bar, with which they could do one of two things; hit Shift to start a turbo charge which would propel them at high speed for a short distance and with the weightier classes, also doing a lot of damage if connecting with an opponent and maybe causing them to drop the ball, but by pressing F, they would also use the pickup skill. How this worked was it emitted an invisible sphere around the player, differently sized for each class, which if the ball was loose within it, would cause the ball to zip straight into their hands. This meant that players could not only scrabble for balls that had fallen to the ground (and sometimes those moshpits in the corner were grotesquely brutal), but they could also intercept their opponents passes, snagging the ball in midair as it was homing in on it's targetted receiver.

But what the game was really about? Speed. This being a Source engine game, with its own unique take on physics, led to some interesting little tactics that came prominently to the fore in Smashball. Firstly, that bunnyhopping was automatic if you held down the space bar. This meant that on a straight line, you could always maintain your momentum, however fast you were going. With a little bit of practice, grappling through doorways allowed players to build up tremendous speed, allowing them to soar across the maps. And with airstrafing, an interesting little quirk in the physics more commonly seen on Counter Strike's surf maps, it meant that people could also turn corners while maintaining the furious pace they'd built up. This led to an incredibly high-octane experience of breathtaking movement mixed with complete and utter physical carnage.

There were problems though. Goalkeepers' weapons were incredibly powerful, but terrible at range, enough so that a forward could pick them off easily, allowing for easy goals or runs. Forwards' pickup spheres were so large that they actually made better goalkeepers than, well, the goalkeepers, so they would often camp in front of their own goal once the opposing side had the ball, snatching any shots that came their way. And if you couldn't throw the ball in, well, you couldn't run it in either because the goal line would get flooded by players physically blocking you as well. Oh, and the tutorial? Completely and utterly useless in preparing a player for the actual game.

The biggest problem though was the game's main feature: speed. Or more specifically, the one skill that was utterly required to become good at the game, involving maintaining your high speed and enabling you to avoid enemies as you raced for the opposition's goal. Airstrafing. It wasn't that it was an inherently bad thing; I'd in fact say the opposite, it was brilliant. It's just that it was actually very, very, VERY hard to learn, and basically involved hours and hours of practice, usually by yourself, to hone a skill for a free mod.

When the game's population exploded due to the Steam publicity, lots of people were utterly new to the game and since there were so many starting out at the same level, the game was genuinely fun. But as others got better and better, including picking up airstrafing, a clear divide began to become obvious in the playerbase. Those who could airstrafe were incredibly fast and hard to stop from doing whatever the hell they wanted, while those who couldn't airstrafe (and I was pretty bad at it myself) simply couldn't keep up. Since the airstafing skill is so hard to pickup, it led to a lot of people leaving the game, the enjoyment of the frenetic scrambles having faded away as they were constantly outclassed by the same people again and again.

The developers noticed this, and promptly went into a panic. Understandably so, their beloved mod was dying right before their eyes, and they knew they had to do something to stop that from happening. And so they nerfed the top speed available, made players stick to the ground more, made weapons do more damage and made the maps smaller.

In the end, Smashball was a game that was all about speed, and when that was taken away, nobody wanted to play it anymore, and it died a sad and ignomious death. If anything, the game was a victim of its own success; the Steam explosion really brought its weaknesses to the fore, and the developers rushed to create a fix for it that ended up alienating their core playerbase instead

Would the new Source engine fix airstrafing, making the game a more even playing field were it to be remade? I know I'd sure like to find out; over five years have passed since I last played Smashball regularly, and I still miss it.
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55 de 68 pessoas (81%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
Recomendado
3.6 horas registradas
Publicada: 28 de novembro de 2013
Smashball is an amazing game, it's a mixture of TF2 & rugby(football),it's a team-based game that relies on teamwork between each team, for starters you have to know all the basics from the tutorial.

the only main problem is that, there are no one playing this game and servers are empty.. kinda sad, because it really has the big potential to be a competitive game.
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31 de 38 pessoas (82%) acharam esta análise útil
4 pessoas acharam esta análise engraçada
Recomendado
12.9 horas registradas
Análise de pré-lançamento
Publicada: 12 de novembro de 2014
Does anyone remember this? Because I do, and I think it was pretty darn fun.
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28 de 37 pessoas (76%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
Recomendado
331.5 horas registradas
Publicada: 16 de fevereiro de 2014
Best mod for HL2 you'll play. Extremely engaging with a community that helps new players get involved with the action.
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37 de 53 pessoas (70%) acharam esta análise útil
4 pessoas acharam esta análise engraçada
Não recomendado
0.1 horas registradas
Publicada: 4 de maio de 2015
The mod was mediocre/average back in 2009 when it launched.

Right now, there's no server or anyone playing anymore, so you're best off saving your time and leave this one be.
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31 de 44 pessoas (70%) acharam esta análise útil
Recomendado
3.4 horas registradas
Publicada: 6 de dezembro de 2013
This game needs a revival. Let's be pure and simple about this. Smashball is dead in terms of a community. No less, this would be worth a return. Let's get into it, guys. Smashball. Hyper, fun, cool, and merely need a revival.
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21 de 29 pessoas (72%) acharam esta análise útil
4 pessoas acharam esta análise engraçada
Recomendado
307.5 horas registradas
Publicada: 20 de fevereiro de 2015
The best game I have ever played.... RIP
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24 de 38 pessoas (63%) acharam esta análise útil
Recomendado
1.3 horas registradas
Publicada: 27 de novembro de 2013
Smashball is a fun addicting game. The controls are a little weird to get a grip of, but once you get it, its pretty fun.
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11 de 14 pessoas (79%) acharam esta análise útil
Recomendado
76.2 horas registradas
Publicada: 8 de novembro de 2013
This is one of my favorite competitive games of all time. The learning curve is kinda steep but once you get the "swing" of things (hurrhurrhurr) its tonnes of fun! Each match is packed full of adrenaline fueled pulse pounding excitement!
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36 de 61 pessoas (59%) acharam esta análise útil
Não recomendado
0.2 horas registradas
Publicada: 29 de agosto de 2014
This Game/Mod could have so much potential only to be wasted by a dead community.
When I first played this game or heard about it, I liked its concept however once I clicked on 'Find Servers' there's barely any servers, in fact only two of them are available but empty.
If you looking for a multiplayer game that has at least 24 players, you won't be able to find it here. But just have a go at this game, who knows it could come back alive as a popular game but for now, not worth your time unless you planning to have a LAN party.
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11 de 16 pessoas (69%) acharam esta análise útil
7 pessoas acharam esta análise engraçada
Recomendado
0.3 horas registradas
Publicada: 23 de julho de 2015
Apparently I played this a few years ago. I just heard that I can't play it anymore.
I don't remember any of it. RIP
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12 de 19 pessoas (63%) acharam esta análise útil
Recomendado
2.2 horas registradas
Publicada: 30 de janeiro de 2014
I liked smashball, I didn't play it in its "hey-day" and I cant play it now much if at all really. The only thing preventing me from playing though is players, it seems there are none. If you have the friends I would recommend trying the game but seeing as there are no players or servers up anymore it really is your only hope to have a few friends who also want to play it.
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8 de 12 pessoas (67%) acharam esta análise útil
1 pessoa achou esta análise engraçada
Não recomendado
7.6 horas registradas
Análise de pré-lançamento
Publicada: 6 de março de 2015
Funny at first, get boring if you playalone, ask a lot of skills and training to startreally playing this game. Not a game for me.
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8 de 13 pessoas (62%) acharam esta análise útil
1 pessoa achou esta análise engraçada
Recomendado
0.1 horas registradas
Publicada: 4 de junho de 2013
Smashball is a fast-paced, ultraviolent first-person sports shooter. Two teams use superhuman maneuvers, a real-physics grappling hook and high-powered weaponry to try to get a single ball into the goal of their opponents.
Smash Ball is a fun, free mod which differs from your usual gaming habits. There is the potential to have some cool moments of teamwork, but mostly it goes under in the frenetic action that is constantly going on. There is still plenty to do on the four maps that are currently available.
If you are looking for a new use for the Source Engine that also provides plenty of fast fun, you can give Smashball a chance. Unfortunately the mod is dead, nowadays there are only empty servers.

Sounds 6/10
Graphics 5/10
Gameplay 7/10
Atmosphere 6/10

If you liked my review, please feel free to follow me and/or my curator group:
http://steamcommunity.com/id/Ov3RT4K3R/myworkshopfiles/?section=guides
http://steamcommunity.com/groups/orcollective#curation
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12 de 21 pessoas (57%) acharam esta análise útil
1 pessoa achou esta análise engraçada
Recomendado
241.5 horas registradas
Publicada: 17 de fevereiro de 2014
The best game of all time. No question.
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12 de 21 pessoas (57%) acharam esta análise útil
1 pessoa achou esta análise engraçada
Não recomendado
0.5 horas registradas
Publicada: 19 de março de 2015
dead..............
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2 de 2 pessoas (100%) acharam esta análise útil
Recomendado
0.7 horas registradas
Publicada: 5 de setembro de 2014
Loaded this game on 4 sept 2014, worked fine, found a working server. Good looking map and avatars. Made a combat sports game, extreme football with guns . The Tutorial is impossible to play but just messing on a working server i figured out how to play. Was rather fun and exciting. If you own Half Life 2, get this mod game and play it. Needs alot more people to play. Cannot play solo.
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2 de 2 pessoas (100%) acharam esta análise útil
Recomendado
0.2 horas registradas
Análise de pré-lançamento
Publicada: 23 de abril de 2012
Nobody ever plays this, by god.
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4 de 6 pessoas (67%) acharam esta análise útil
Recomendado
30.1 horas registradas
Análise de pré-lançamento
Publicada: 1 de março de 2015
Amazingly fun game. But dead. RIP in pieces
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