Search found 113 matches
- 24-07-2004 16:34
- Forum: Death Ball Maps
- Topic: DB-NG-Deathditch
- Replies: 37
- Views: 38225
- 23-07-2004 00:00
- Forum: Death Ball Maps
- Topic: DB-NG-Deathditch
- Replies: 37
- Views: 38225
Huhu Nolan Had another idea for your spawn problem... Coudn't you use triggered teleporters ??? Placing the teleporters exactly on the spawnpoint. After respawning the first time, and moving out to gamefield, players should pass the trigger to activate their teleporter. When they die, they respawn ...
- 21-07-2004 20:18
- Forum: Death Ball Maps
- Topic: DB-NG-Deathditch
- Replies: 37
- Views: 38225
i´m eager to see it and put some traps in it, ghosts also maybe :D Sorry getting a bit offtopic but... traps would be a nice idea :) will think of some ;) An impression on my idea is attached :-P This pic is taken after 15 mins ued work so don't blame me cause it looks like shit ;D Just to show u ...
- 21-07-2004 17:40
- Forum: Death Ball Maps
- Topic: DB-NG-Deathditch
- Replies: 37
- Views: 38225
Ich denke wir bleiben bei englisch, weil die anderen sicher mitlesen wollen *g* Hadn't the time to test your map yet, but in fact, screens look interesting, as always ;) I love your map ideas, cause they differ from normal style. Thought of my idea with spawnpoints and attaching to movers -> not ...
- 19-07-2004 23:08
- Forum: Death Ball Maps
- Topic: DB-NG-Deathditch
- Replies: 37
- Views: 38225
i cant turn off playerspawn with a trigger, only enable them. even a scripted trigger set to destroy those spawns wont work, and setting those spawns to bNoDelete = false in advanced options wont compile. If you can't turn them off, maybe moving them out of area could help (not a perfect solution ...
- 03-03-2004 11:42
- Forum: Death Ball Maps
- Topic: DB-RotatorCube
- Replies: 81
- Views: 67657
Related to This Thread and cause i have a bit time atm, i wanted to work on / finish this map, even if it is a "real" cube, it has a completely different gameplay than other cubic maps ;) The only problem for me is the hud (displaying the names and the ball peak) sorting it out would help to finish ...
- 03-03-2004 11:19
- Forum: Death Ball Maps
- Topic: Some z axis
- Replies: 14
- Views: 11927
Re: Some z axis
ne way it would be more than 1 playing level and not have that stupid over done stadum look. i know that some of you will complain but dose any 1 whant some "new" and original game play? Good luck ;) Problem will be with the pass-lock-system... it will lock players which are located on other levels ...
- 29-02-2004 13:39
- Forum: Death Ball Maps
- Topic: DB-CloserToSun
- Replies: 19
- Views: 15955
- 22-01-2004 22:55
- Forum: Death Ball Maps
- Topic: DB-NG-DeathRoler (Funmap)
- Replies: 41
- Views: 31782
- 22-01-2004 18:56
- Forum: Death Ball Maps
- Topic: DB-NG-DeathRoler (Funmap)
- Replies: 41
- Views: 31782
- 22-01-2004 17:22
- Forum: Death Ball Maps
- Topic: DB-NG-DeathRoler (Funmap)
- Replies: 41
- Views: 31782
- 16-01-2004 22:20
- Forum: Death Ball Maps
- Topic: DB-Greenhillzone
- Replies: 15
- Views: 14665
- 22-12-2003 11:11
- Forum: Death Ball Maps
- Topic: Poll #14 - DB-ToonBall
- Replies: 21
- Views: 19158
- 21-12-2003 00:06
- Forum: Death Ball Maps
- Topic: DB-Cartoon (name in working progress etc..blah blah)
- Replies: 230
- Views: 313101
- 14-12-2003 23:30
- Forum: Death Ball Maps
- Topic: Idea for DBW MAP :<
- Replies: 10
- Views: 8531
Yes (but not nice) and no (so that it is acceptable), effect would not be very well... all people must modify their user.ini (which causes crashes on systems so that's why epic turned it off by default). Maybe using warpzones could do the effect u like... but would be very difficult to build and ...