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The devs did try to combat this, but those of us who were pretty good at the game were unhappy with the changes they were making, so we wound up leaving as well.
I don't know if it was actually possible, but with airstrafing being removed (all other movement was great, and could be picked up with a bit of practice, but airstrafing is just HARD), there'd be more equality in player's skill levels. I truly believe Smashball should have been something great, but either the dev's inexperience or the limitations (and quirks) of the Source engine (or more likely a combination of the two) caused it to not be able to maintain a stable enough community for the game to survive.
p.s. I swear there used to be more Smashball matches up on YouTube, even one or two with me playing in it!
The problem with this game was that the devs had no real experience making a profitable game, and they had extremely big amibtions. They wanted to make a video game that could be just as fun to watch as it was to play.
Unfortunately, most games that are fun to play are terrible to watch unless you also play and understand the mechanics. And when games are fun to watch for non-players, it's usually because the focus was on looking cool and balance was thrown out the window, making them not so fun to play.
If big studios and professional devs couldn't make this happen, why would such a small, inexperienced team have the audacity to think they could? Dead before it even left the ground, imo.