=(ACE)=Nolan wrote: This Version is for Gameplay testing only!
Textures, Meshes, Brushes and Lights ar not finished!
DB-NG-DeathRoler (Funmap)
Moderators: Jay2k1, DavidM, The_One
Re: DB-NG-DeathRoler (Funmap)
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
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.
			
			
									
						
										
						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.
- UnrealKrake
 - Posts: 113
 - Joined: 11-07-2003 18:49
 - Contact:
 
- UnrealKrake
 - Posts: 113
 - Joined: 11-07-2003 18:49
 - Contact:
 
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
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
			
			
									
						
										
						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
- UnrealKrake
 - Posts: 113
 - Joined: 11-07-2003 18:49
 - Contact:
 
Just to save time for ya:
what i wanna say... i'm a coder
  
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.
 Rotatorcube: Noone cares about it cause it seems to be unplayable even with fixed teleporters so i stopped workin on it. Several reasons: 
			
			
									
						
										
						- 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 

 
what i wanna say... i'm a coder
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.
- a bit buggy
 - less fps
 - hard gameplay
 
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
about rotatorcube:
thats sad...
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
			
			
									
						
										
						thats sad...
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
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
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
			
			
									
						
										
						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
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.
			
			
									
						
										
						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.
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54
 
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%. 
			
			
									
						
										
						- 
				=(ACE)=Nolan
 - Posts: 137
 - Joined: 07-10-2003 20:54