Welcome back to another Marble War map! I thought that a map with an inner section would be cool, so here we are! I have an idea for a future gamemode, so hopefully that'll go well! Although before that, I will need to get the respawning code back up and running for Gen 5 troops, which will also bring Timed Battle and Mothership back (can you believe Mothership only got 1 map? >:C)
I guess I may as well give some Color Mania news, as it's been a while since Episode 9's release. Episode 10's writing has already been completed, as this is the first episode I'm using a script for. The first 7 scenes have already been finished art-wise, the first 6 being the entirety of 10A. There will be around 18 or 19 scenes in total, so the episode should be out by the end of the year
I may as well talk about the two returning troops re-introduced in this map. Both of them have received pretty large reworks from last time. Healers now shoot projectiles in a straight line (with a cool particle affect

) that can give teammates more health than max, while Tank is no longer a buggy mess! YAY! Instead of sticky mines, it shoots disabling mines, which have an explosion that does no damage, but instead disables melee weapons in range for 5 seconds, and ranged ones for 10!
Troops:
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Spearman: The classic melee troop with 5 health and a pointy, 2 damage spear returns, simple as ever! Just point your sharp stick at the enemy, and watch as they get melted with high damage!
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Cannoneer: The ol' fashioned ranged menace. It's more fragile than the Spearman, but it brought it's trusty cannon to the battlefield, allowing it to hit enemies from afar!
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Landmine: Watch out! This marble seems like an ordinary marble at first, but it's actually a highly-compact explosive that deals massive damage if you let it get close enough! It's best to keep your distance to disarm it when your teammates are safely far away!
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(NEW-ISH) Healer: "Oh no, my team is terrible at living!" you say! Fret no more! We have a dedicated doctor on the field! Sometimes buildings just won't cut it, so we enlisted our neighborhood Healers to do it instead! They're so good at healing, that they can even heal troops up to 50% more than they're built to handle! They're just that good! Even contact with their staff head will result in getting healed! Too bad they can't kill anyone though. Oh well, you take the pros and cons
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Trapper: Is your battlefield infested with disgusting enemy team members? Try hiring a Trapper! They'll catch out those rodents in no time with highly durable traps! Due to a technological breakthrough in Trap Design Inc., the traps are now able to act as projectile sponges, absorbing plenty of ranged fire before breaking! Be warned, you rats! Armor won't save you from the Trapper!
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(NEW-ISH) Tank: Long past are the days of the Tank's broken weaponry. He's back for revenge, and he wants the enemy team to feel his old pain! He still shoots mines, but the mines' explosions now disable weapons caught in the blast radius for a short amount of time! The explosions don't do damage anymore, but landing a mine directly on someone still stings! Aside from the weapon, he's still a beefy guy, being the only troop to boast a double digit number of health, although only when overhealed by a friendly Healer!