Version 2 Update Notes!
Logo updates (A’s, Mariners, Rockies, Mets, Astros, Giants, Rangers, Tigers, Rockies, Blue Jays, Red Sox, and Dodgers)
Ages are now correct
Away Jersey fixes for some teams
Updated rosters for those missing the season due to injury/surgery
YOU WILL ALSO NOT BE ABLE TO UPDATE A FRANCHISE IN PROGRESS
IT IS UNKNOWN AT THIS TIME IF WE WILL MAKE AN SMB2 VERSION
The PR (formally Project Awesome) team would like to share with the Super Mega Baseball community our MLB 30 team pack for your enjoyment. Our pack aims to bring all 30 Major League teams to the SMB2 world to enjoy alongside Metalhead Software’s pre existing teams. Our design philosophy was to create all 30 MLB teams in SMB2/3 rated in such a way that they can compete with the game’s stock teams. High ratings of 99 have been reserved for the truly outstanding players! A lot of hard work and collaboration went into gathering stats, developing helper tools, and compiling, tweaking, or creating from scratch the absolute best logo representations around. We are quite proud of the final product which is a direct result of our team’s dedication to recreating all 30 MLB teams in the SMB2/3 universe. We hope you enjoy playing it as much as we enjoyed creating it!
Realistic logos and uniforms for all 30 MLB teams
Current rosters for all 30 MLB teams
Pitchers have real to life windups, pitch types and arm angles
Recreated all MLB players within SMB3
MLB teams fit in with developer created teams
Unique likenesses for each individual player
Unique custom stats for each individual player
Unique gear and equipment for each individual player
Correct player ages
Link to AFerrea’s (JudgeZarbi) Transfer Tool for installing!
We want to thank Randallb21 for making this happen as without him this may not have happened.
Rating System Explanation
Our rating system is derived from OOTP ratings, which for the current year are based in turn on ZiPS predictions.
Key points to note about our conversions:
Out of the Park Baseball (OOTP) ratings typically run from 0-200 rather than 0-99, so scaling is a simple case of dividing by two
Every stat is increased by 8% in order to give numbers that are fairly competitive with the stock teams
All stats are capped between 1 and 99 in their respective categories after all of the calculations have been performed
Whenever rounding needs to be performed, it's always rounded down.
For power, contact, junk, accuracy, the vsL and vsR ratings are added together and then divided by four. (Divided by two to average, then divided by two again to scale to SMB2)
For arm, we simply divide the relevant arm rating by two. For IF primaries this is IF arm, for OF primaries it's OF arm and for C primaries it's C arm.
For fielding, we combine the range and error ratings and divide by four. The types follow the same as arm, except that for C primaries we simply divide catcher ability by two.
For velocity, we take the center of the MPH range given by OOTP, and add a random amount of velocity between -0.5 and +0.5 MPH. This allows pitchers who are listed as having the same velocity range to have different velocities. We then scale the velocity between 85 MPH at 1 velocity, and 99 MPH at 99 velocity. The downside of this system is that repeatedly generating stats will give differing velocities to each pitcher (unless they fall well off the top or the bottom of the scale). We decided this trade-off was worth it to avoid the situation where every pitcher with a certain range would have identical velocity.
The formula to convert MPH to a velo stat is given as ((mph - 85) * (98/14) + 1). Apply the 8% increase after.
Speed was a tough decision to make. It was hard to find a formula that would give good results for both modern and historical players. Eventually, we settled on using a combination of fielding range, stealing ability, and running speed.
Traits were determined by taking career and 2019 season stats depending on the stat. League average was calculated then compared against league average per each player. Traits were awarded to players that were significantly above or below the league average. Traits were not balanced within the team; every team should have around the same number of positive and negative traits. League-wide there were at least 10 players and not more than ~60 players with that trait.
For P/IF primaries, we use running speed, stealing ability, and IF range, and divide by six. (Divided by three to average, then two again to scale)
For OF primaries, we use running speed, stealing ability, and OF range, and divide by six.
For C primaries, since they don't have a range, we use running speed and stealing ability alone and divide by four.
Q: How do I install this wonderful teampack?
A: With Ferrea's PC Team Transfer Tool that you can find here.
Q: Why isn’t player X on Y team?
A: We know that everything isn’t going to be 100% accurate due to Trades/ DFA’s/ Free Agency/ and Call-ups/Send-downs taking place all the time.
Q: Why is my team's logo/uniform X or Y?
A: There is only so much we can do with the built in editor and there is also a layer limit that we have to work within. We all want them as accurate as possible; we did the best we could within the game limitations.
Q: Why are some of the away uniforms the team’s alternative colored versions?
A: While we understand this isn’t the normal for away jerseys. We enjoy incorporating more color to our uniform designs. This game is fun and colorful so we wanted to add our own color to the MLB teams.
Q: Why does player X only have Y for his Power stat, he totally is a prospect and will be hitting .525 by the end of his career?
A: First of all please refer to the section regarding how we determined our stats for this project. We settled on stats for players that fit within existing SMB2 teams so that we could use our MLB teams to play against the already awesome teams the developers created. We also built our rosters on current playing players that were active on the team. We stayed away from projecting our opinions and assumptions on how we think a player will perform in the future. The rosters created are based on the rosters of today; we may provide an update at the end of the season to bring the rosters inline with how they may have changed. In addition, OOTP tends to underrate prospects until they prove that it is their actual skill level.
Q: Why is the VEL stat for X not his exact real life MPH?
A: This ties into our design philosophy and making sure the players fit in the SMB2 world. We scaled the VEL stat to reflect their real life MPH and also create diversity between pitchers. We did not want everyone with 95~ VEL. In addition, we wanted to be able to use the same formula for historical players, where PitchF/X data is not available, so compromises had to be made.
Q: Can I change a player's stats to whatever I want and make them look how I see fit?
A: Of course you can! This game is all about creating and sharing and we want you to change whatever you want to. We just ask a couple things. Please only make these changes for your personal use only. Please don’t re-release our work as your own.
Out of the Park Baseball 2021