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Re: DB-NG-DeathRoler (Funmap)

Posted: 22-01-2004 17:01
by BurntLeaf
=(ACE)=Nolan wrote: This Version is for Gameplay testing only!
Textures, Meshes, Brushes and Lights ar not finished!




:eek:

Posted: 22-01-2004 17:03
by =(ACE)=Nolan
its not a problem beeing busy...

we did test this version yesterday on the leichenhalle serve,
went out really well.

some playeres made suggestions

a) the penalty zones will be remove or smallered a lot.
b) teleporter/jumppads (speed pads) should be added.

about the friction on the whole map, i think about it.

sure, there is lot to do.
if you took a look at the outside, you can see allready some
buildings for the crowds and some steelbars over the arena for
the lights.

the goals will get an metal ring around and some pointing arrows towards it.

also some posters/banners will be added.

Nolan

p.s. the map runs not so good on 2vs2, 3vs3, but it is a completely different game style, you have to get used to it.
maybe i release a xs-version of the map for 2on2 battles.

Posted: 22-01-2004 17:22
by UnrealKrake
Check PM maybe it helps :-P

Posted: 22-01-2004 18:51
by =(ACE)=Nolan
pm?

Posted: 22-01-2004 18:56
by UnrealKrake
PM = Private Message ;)


Click on the button left to register >>> "USER CP"

Klickst du oben auf den knopf links von register >>> "USER CP"

:spammer:

Posted: 22-01-2004 21:30
by =(ACE)=Nolan
okay, understood!
okay, verstanden!

i know how to get there :)
ich weiss wo ich mein user cp finde :)

danke fürs script.
thank you 4 the script.

but we need to discuss this over,
if there are penalty zones and how large they are,
cause it was pretty worse 4 the gameplay,
when we tested the map.

by the way, what do you think about it
and hows your rotatorcube going?

Nolan

Posted: 22-01-2004 22:55
by UnrealKrake
Just to save time for ya:
  • Fired on my editor
  • inserted a NoKeeperVolume
  • started map
  • noticed works for red team :p
  • tried to switch to a blue zone
  • Hurray, not workin :eek:


what i wanna say... i'm a coder :noob: ;)

maybe someone skilled helps you out....

-----------------------------------------------------

if you use 4 goals... why not using two balls
Maybe just open only one "goal hole a short time and afterwards, other "goal hole" opens ?!

Think this map would rock with using gibball mut. =)

Infact, i think it's a nice idea so that's why i try to support you.


:offtopic: Rotatorcube: Noone cares about it cause it seems to be unplayable even with fixed teleporters so i stopped workin on it. Several reasons:
  • a bit buggy
  • less fps
  • hard gameplay
-> no possibility of beta tesing -> sadness -> development stopped

Posted: 23-01-2004 20:57
by =(ACE)=Nolan
about rotatorcube:

thats sad... :confused:

it was/is a really good idea.
but if there is no feedback, no testing, etc..
its hard to build a good running map.

so i´m lucky that youre going to support me :)
on next testing phase youre invited and welcome, if you like.

about 2 balls:

i think someone allready tried it,
and its not working with the current code.

so scripting is needed to get 2 balls running.
by the way i think it will make the map spammy.

about triggered goals:

nice idea, so there might not be a possible catch up problem
for the team which does not have the ball.
i will discuss this with the others.

currently i´m merging the slopes between the wall into the
(now) ground static mesh.
they wont get lighted correct, you can see it in the alpha version.

i allready added:

• goal rings (no more plain holes in the wall)
• metal bars between glass/glass and glass/net

and dimmed the light a little bit

maybe i update the screenshots later.

Nolan

Posted: 24-01-2004 16:54
by Messy
Didn't plær fix the keeper-problem with a little (I'm guessing basic..) .u in his DB-Slamball?

Posted: 25-01-2004 15:05
by =(ACE)=Nolan
i took a look at db-slamball,
but it has no u-file included,
and the db_volumes in his map are the default one.

for all of you:

if you wanna be included in the map as puplic crowd,
send me an image-sequence of yourself
(ziped, jpg, up to 12 images)

i will see what i can make of it :)



suggestion / images for the wall decorations are also wanted

does anybody know how to make a disco-orb,
i want to add one in the center of the map.

Nolan

Posted: 25-01-2004 15:40
by -plær-
It's not in the map. It's a separate gametype.
http://www.ecs.soton.ac.uk/~jdsg102/SlamBallU.zip
If you want to have a look.
My way around the keeper problem was not remove them, but simply negate their abilities. If you watch a goal replay in slamball, you'll see that one player will have the keeper overlay. That's the one thing I forgot to remove ^_^

I'll attempt to actually *remove* them properly in the next version.

Posted: 25-01-2004 16:29
by =(ACE)=Nolan
thx, i check it out, if it is possible to include in the map.

map status so far:

added some more metal bars for the statics.
added one db camera (replay cam).
added clang sound to the goal rings.

going to update the screenshots.

Nolan

Posted: 29-01-2004 00:02
by =(ACE)=Nolan
lo,

new version is out! :)

changed not so much, cause i dont hav a lot of time
to continue the mapping.

but it starts to look nice :)

Nolan

Posted: 29-01-2004 01:01
by Armagon
The central section looks much nicer now with the darker lighting, and I imagine the outer ring will look nicer once you have more details on the outside of the arena. Gameplay wise it's good , I like the friction everywhere, but I still think it would have a stronger Rollerball feel if you got someone to code a map-specific player speed and upped it by about 20%. :)

Posted: 29-01-2004 09:54
by =(ACE)=Nolan
lo,

what do you think about the disco light? :)

have you tried the the green jump arrows in the center of the map?

maybe a coder has pity with me
and codes me a speed volume script.

so im making a call for a coder

ground friction is 0.15

Nolan