Rocket League, but each HALF of the field has POWERS

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Published 2024-04-14
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All Comments (21)
  • @P1N4PPL3ZZ
    BRING THE INTRO BACK🎵🎵🔥🎵🎵🔥🤌
  • @Novaflare187
    I seriously love the half water map! Getting to see half of it really shows you the impact it has when yall move between halves and how you have to adjust your playstyles mid game. I would enjoy seeing more half maps like this!
  • @aliakbarzade230
    Only the Ball bender the master of all Balls can bring balance to the balls! 🤣
  • @Novaflare187
    Also if you ever do thing again I think it would be really cool if each element had a field effect + a power up. For example: Fire: Power Hitter + heat causes the ball to rise to the ceiling Water: Water field + Freeze Earth: High Gravity + Spikes Air: Tornados + wind pushes the ball towards the middle
  • @BADY4N
    Where are you!? 🎶 🎵 I hear this everytime because of you lot 😂
  • @Sheamu5
    Earth and water were debuffs 😂
  • @epox_
    🔥🌬🌊🪨Fully implemented abilities: 🔥Fireball = like haymaker, slightly weaker, more range. 🌬Wind ghust = like plunger, less acceleration, ball hovers over the ground. 🌊Wave push = accelerates the ball in its travel direction, magnet range. 🪨Eart pillar = throws the ball into the air, whole field range. Imagine RL had avatar rumble
  • @RelyksLegacy
    Leth finally realising the gravity is only affecting the field at the same height as the water is was kinda funny in itself.
  • @DagoDuck
    13:43 If I had a nickel for every time the ball did that while in the water half, I had two nickels. Which isn't a lot, but it's weird that it happened twice.
  • @thxtimuspymp2615
    I find it crazy that Leth consistently does more for Rocket League than the dev team does.
  • @Luca-ke1uf
    Next it's time to add sub-bending 😂 Blood bending, flight, lava bending and combustion bending! Great video as usual
  • @ZeflineXoles
    What I was thinking for an actual game mode. The water element gets the magnet effect and the visual design would be like a water rope or a stream of water that rotates around the player, when used there will be the same effect around the ball but less water around the player as if they used the water that was around them. The fire element is the boomer but it has to charge up from driving or demos (demos cause it to charge faster) and it has 3 stages of power: warm (low), hot (medium), and fireball (high). The visuals for hitting the ball is like a ring of fire that bursts out from where the ball was hit (I think the knock-out mode has the fire effects), and the fireball stage lights the ball on fire (have the heatseeker visual but just more firey) but its just visual no damage if other team tries to catch it. Earth element could send out a shock wave in a circle around the player that knocks the ball and any enemies around them up (the game has this in the free play training where it will launch the ball up into the air). The range of the effect would need to be short so it's not OP Air element could send out a burst of air like the earth element but instead forward and slightly up like a combo of Haymaker and the Boot. The range of the effect would need to be short but further than the earth element since it's in front of the player and not in a circle around them. Passive effects, after the use of an element there should be some after-effect that lingers after each use. Fire: increased boost or boost charge or boost strength. Air: gets 3 jumps or less gravity. Water: isn't affected by the water on their side of the map or the water gives an increase to either their boost of ability charge. Earth: I don't know what to do for this other than maybe an increase in speed while on the ground, this is so that they'd have to choose between jumping in the air after using their ability or staying on the ground for the increased speed to get more boost or a better position. The map design would be half and half of the maps that match the team's element. At 5:57 is a good view to show what I will be describing. The waterside will have half of the aquadome; the fireside will be the fire half of the map from season 9, the Forbidden Temple (Fire and Ice). To separate the maps so it's not a straight-cut line. Have a semi-transparent dimensional crack. Semi-transparent so the player camera can still see through it.
  • @vicinity1337
    The durations became normal for both in the middle of the last match.
  • @LGus-gr9wo
    I feel like a rumble version of ATLA would be something like this; The Water Tribes: Freeze - Ice bending Disruptor - "Blood bending" The Earth Kingdom: Spikes and Grapple - Metalbending, especially the grapple like the wires the metalbenders use in LoK Boot - An earthbender has their feet planted on the ground The Fire Nation: Power hitter - Fire is the element of power Magnet - "Lightning bending" The Air Nomads: Tornado - Airbending Swap -"Spirit projection" the only ones I can't fit in is the haymaker and plunger. Putting them with earth for a full metalbending set seemed a little too op. I also got the idea to put them with water since they neatly represent the "push and pull" philosophy of the Ocean and Moon, but again, too op with the others. I guess a Republic City team could get those? Figured since the idea of Republic City is to be a place of balance and unity for all peoples of all nations Any ideas where these could go?