New shapes !?
Moderators: Jay2k1, DavidM, The_One
Despite Mayer.hun's poor and inaccurate shots at me, every map I make has a different shape and the different shapes effect gameplay.
Deathball is a game played in an arena. Deathball by it's nature limits big time what is possible and playable. It's all about shape and size. Small changes effect gameplay.
You can make a ton of maps similar in size and shape to small cube that all play different. Some more different than others depending. Small cube with the goal out from the wall will play way different. The changes don't have to be radical.
When I made small enclosure, most players viewed the angles as a radical change and it took a while for players to adjust and accept it. Those small changes to shape changed gameplay. Now many maps feature angles and are accepted as normal.
There is plenty of room for more maps. Work on small changes to shape and size. We don't have many November sized maps with goals in the walls. As time passes the maps will slowly become more radical in shape and gameplay.
It's great if you can come up with something wildly new, however, you don't have to to make a successful and fun deathball map. Every small change add a little spice to deathball.
Deathball is a game played in an arena. Deathball by it's nature limits big time what is possible and playable. It's all about shape and size. Small changes effect gameplay.
You can make a ton of maps similar in size and shape to small cube that all play different. Some more different than others depending. Small cube with the goal out from the wall will play way different. The changes don't have to be radical.
When I made small enclosure, most players viewed the angles as a radical change and it took a while for players to adjust and accept it. Those small changes to shape changed gameplay. Now many maps feature angles and are accepted as normal.
There is plenty of room for more maps. Work on small changes to shape and size. We don't have many November sized maps with goals in the walls. As time passes the maps will slowly become more radical in shape and gameplay.
It's great if you can come up with something wildly new, however, you don't have to to make a successful and fun deathball map. Every small change add a little spice to deathball.
ok heres my concept drawing, anyones welcome to make i got too much on my pallet at the moment to really map but i'd love to see this made if anyone thinks they can make it real well :O lighting will be tough i think
the inlets are there basicly to make the goals not so crazy lookin to score on a big november styled map like this could be fairly easy too if the goals are not against the wall and more hockey styled.
woot
the inlets are there basicly to make the goals not so crazy lookin to score on a big november styled map like this could be fairly easy too if the goals are not against the wall and more hockey styled.
woot
Twigstir wrote: Despite Mayer.hun's poor and inaccurate shots at me...
I can't belive u thought I was aiming at u

btw... maybe small things change maps gameplay... but not so radically as most ppl think... Yeah, they do change... like making a map with a \___/ wall in the end and not a |___| one... that's right... but I personally like maps with really new ideas. Radical changes... maybe it's not the maps shape that has to be changed to get a new kind of gameplay... adding smaller objets, or as Twigstir said, taking the goal out from the Wall, can have an effect...(althought this last one hasnt got that big effect, but it still has one alright -_-)
This Pyramid (or what the hell) idea is totally wierd for me


My map idea:

A neverending spiral. Created by mapping two semi-circles which slant downwards in a clockwise direction. At both ends of the semi-circle is an invisible portal which transports you to the other. So it appears as if you are in a spiral staircase (or ramp) which never ends, but as you go down it you keep coming upon the same goals, kind of an optical illusion.
However when I attempted to create it I had trouble with the portals, and a big problem of where to place the ballspawn.
A possible solution would be a redspawn and a bluespawn depending on who scored last. If anyone would like to code such a spawnpoint that would be excellent.
Also, heights on the radar get pretty fucked.
A neverending spiral. Created by mapping two semi-circles which slant downwards in a clockwise direction. At both ends of the semi-circle is an invisible portal which transports you to the other. So it appears as if you are in a spiral staircase (or ramp) which never ends, but as you go down it you keep coming upon the same goals, kind of an optical illusion.
However when I attempted to create it I had trouble with the portals, and a big problem of where to place the ballspawn.
A possible solution would be a redspawn and a bluespawn depending on who scored last. If anyone would like to code such a spawnpoint that would be excellent.
Also, heights on the radar get pretty fucked.
Last edited by YoYo789 on 07-01-2004 23:33, edited 1 time in total.
Great. I like that idea so much that when I get home from school I'm gonna learn how to make portals (<.< >.>) and try to get that map working.
I may have thought of a way around where to put the ballspawn though...instead of having two semicircles, you could have four - a blue side, neutral, red side, neutral *loop* layout, though the balance may be off a bit (blue would have a chance to shoot before red did, etc.).
Any comments?
Goal tending will be a b1tch.
I may have thought of a way around where to put the ballspawn though...instead of having two semicircles, you could have four - a blue side, neutral, red side, neutral *loop* layout, though the balance may be off a bit (blue would have a chance to shoot before red did, etc.).
Any comments?
Goal tending will be a b1tch.

Arr!! bad news on the spiral using portals: (quoted from UDN):
Any other ideas of how to make the spiral work? some other arcane mapping technique?
wouldn't be much fun if you couldn't see anyone through it. or send the ball through.WarpZones are only used for teleporting Pawns. Below is a list of restrictions on WarpZones:
* You cannot see other players through them
* Mirrors do not work correctly with WarpZones; avoid having mirrors face WarpZones
* You cannot shoot through them
* You cannot send other objects (e.g. KarmaActors) through them
* Only the first Destination is used (Destination 0)
* The OtherSideURL is no longer supported
Any other ideas of how to make the spiral work? some other arcane mapping technique?