DB-NG-Deathditch
Moderators: Jay2k1, DavidM, The_One
-
- Posts: 137
- Joined: 07-10-2003 20:54
DB-NG-Deathditch
hi,
i finally start mapping again.
so here is a preview of the latest map i´m working on.
sure i´m going to finish deathroller, when i like to
Legend:
--------------------------------------
- Undone
+ Done
~ Maybe more / Nearly Done
Map Info:
--------------------------------------
Deep in the Woods, lies an Arena where Deathditch (you know what i mean ) takes place.
Are you ready to fight?
Then grab your JetPack and join your teammates in an astonishing Airbattle in the Deathditch World Cup!
Screenshots (2004-07-31):
--------------------------------------
Screenshot 1
Screenshot 2
Screenshot 3
Downloads:
--------------------------------------
Beta 1
Beta 2
Version 1.0
Version 2.0
Version History:
--------------------------------------
Version 1 to Version 2
----------------------
• Extracted FlyingVolume to .u file
• Triggered DB_PlayerStarts (.u file)
• Speed Adjustments (1x GroundSpeed)
• Fixed Red/Blue PlayerStarts, some got swaped
• Hopefully fixed TeamFlags
• Added Pass/Fault Events
• Some minor bugfixes
Beta 2 to Version 1.0
----------------------
• Fixed FlyingVolume, works online now!
• Rebuild VolumeBrushes for Keeper and Flying
• Added more AmbientSounds
• Fixation of the KeeperPlatform
• Added Pathnodes
• Added 4 more Cameras
• Added some GoalEffects
• Increased FlyingSpeed to 1.5 * GroundSpeed
Beta 1 to Beta 2
----------------------
• Fixed GoalBars Sound
• Added Wood Planks
• Added Wood Arena Border
• Added Keeper Platform
• Added PhysicsVolume in KeeperZone
• Lowered Outer Rings, so that the Keeper can dodge there
• Player Firststart now looks nicer
Beta 1
----------------------
• First release!
Todo List (2004-07-17):
--------------------------------------
None atm
Bugs/Glitches:
--------------------------------------
• Bots dont use AirPathNodes
Greetings
Nolan
i finally start mapping again.
so here is a preview of the latest map i´m working on.
sure i´m going to finish deathroller, when i like to
Legend:
--------------------------------------
- Undone
+ Done
~ Maybe more / Nearly Done
Map Info:
--------------------------------------
Deep in the Woods, lies an Arena where Deathditch (you know what i mean ) takes place.
Are you ready to fight?
Then grab your JetPack and join your teammates in an astonishing Airbattle in the Deathditch World Cup!
Screenshots (2004-07-31):
--------------------------------------
Screenshot 1
Screenshot 2
Screenshot 3
Downloads:
--------------------------------------
Beta 1
Beta 2
Version 1.0
Version 2.0
Version History:
--------------------------------------
Version 1 to Version 2
----------------------
• Extracted FlyingVolume to .u file
• Triggered DB_PlayerStarts (.u file)
• Speed Adjustments (1x GroundSpeed)
• Fixed Red/Blue PlayerStarts, some got swaped
• Hopefully fixed TeamFlags
• Added Pass/Fault Events
• Some minor bugfixes
Beta 2 to Version 1.0
----------------------
• Fixed FlyingVolume, works online now!
• Rebuild VolumeBrushes for Keeper and Flying
• Added more AmbientSounds
• Fixation of the KeeperPlatform
• Added Pathnodes
• Added 4 more Cameras
• Added some GoalEffects
• Increased FlyingSpeed to 1.5 * GroundSpeed
Beta 1 to Beta 2
----------------------
• Fixed GoalBars Sound
• Added Wood Planks
• Added Wood Arena Border
• Added Keeper Platform
• Added PhysicsVolume in KeeperZone
• Lowered Outer Rings, so that the Keeper can dodge there
• Player Firststart now looks nicer
Beta 1
----------------------
• First release!
Todo List (2004-07-17):
--------------------------------------
None atm
Bugs/Glitches:
--------------------------------------
• Bots dont use AirPathNodes
Greetings
Nolan
Last edited by =(ACE)=Nolan on 31-07-2004 16:00, edited 1 time in total.
-
- Posts: 137
- Joined: 07-10-2003 20:54
I like the script for the start of match (making sure both keepers are in place )
Too bad I couldn't play it properly yet because of bots (be sure to make a beta-testing pickup soon )
The water-ish volume is still kind of odd o_O
After you're done double jumping you can hold your space button to fly up, and press ctrl to dive down, but you can't go up again until you've reached the ground
ps: Hi wakka
Too bad I couldn't play it properly yet because of bots (be sure to make a beta-testing pickup soon )
The water-ish volume is still kind of odd o_O
After you're done double jumping you can hold your space button to fly up, and press ctrl to dive down, but you can't go up again until you've reached the ground
ps: Hi wakka
-
- Posts: 137
- Joined: 07-10-2003 20:54
finally a real coment on my map,
thx messy
to the script for keeper in place:
its just 2 triggers with 4 movers, but it works
to the beta testing:
the problem is still the volume, players will lag/shake in
multiplay and make the map unplayable.
even though the ball is affected by the volume too (should not be that way)
but i´m eager to test it with more players.
to the volume itself
there are 2 volumes -
one physicsvolume (lowgrav) at ground - there you could do the dubblejump
and the "watervolume" where you fly.
i need to do it this way,
cause the airspeed get messed up when you directly spawn in the
flyingvolume. the groundspeed is changed by the db_scripts in the db_volumes, but the waterspeed is currently not affected by those changes.
so if you get the ball in the volume you will not get slower or if you are keeper you will not get faster.
hope i get more comments like yours on my map!
nolan
thx messy
to the script for keeper in place:
its just 2 triggers with 4 movers, but it works
to the beta testing:
the problem is still the volume, players will lag/shake in
multiplay and make the map unplayable.
even though the ball is affected by the volume too (should not be that way)
but i´m eager to test it with more players.
to the volume itself
there are 2 volumes -
one physicsvolume (lowgrav) at ground - there you could do the dubblejump
and the "watervolume" where you fly.
i need to do it this way,
cause the airspeed get messed up when you directly spawn in the
flyingvolume. the groundspeed is changed by the db_scripts in the db_volumes, but the waterspeed is currently not affected by those changes.
so if you get the ball in the volume you will not get slower or if you are keeper you will not get faster.
hope i get more comments like yours on my map!
nolan
simple fix for the keeper issue:
Make a platform directly under the middle ring, and between the lower side rings. In this area, remove the floaty/swim volume for the platforms area. This will allow the keeper to dodge from this platform and reach either side rings and do a double jump to cover the top net.
Have the float volumes end exactly at the edges of the nets to allow the keeper to float above the top ring and to the left and right of the side rings.
It might not look pretty but it will work and would provide better gameplay imo.
attachment is basically what i'm thinking, blue ooutlines where the float zone starts. (if you can dodge through the water volume you could actually just make the platform and the net above it no-float).
Make a platform directly under the middle ring, and between the lower side rings. In this area, remove the floaty/swim volume for the platforms area. This will allow the keeper to dodge from this platform and reach either side rings and do a double jump to cover the top net.
Have the float volumes end exactly at the edges of the nets to allow the keeper to float above the top ring and to the left and right of the side rings.
It might not look pretty but it will work and would provide better gameplay imo.
attachment is basically what i'm thinking, blue ooutlines where the float zone starts. (if you can dodge through the water volume you could actually just make the platform and the net above it no-float).
-
- Posts: 137
- Joined: 07-10-2003 20:54
thx for your suggestion, CripTonic!
nice idea to remove the floatingvolume in the keeper zone,
it would really make the keeper more agile.
i think i will build it in, thx so far.
but the main thing that troubles me is the floatingvolume itself (but i think i said that plenty enough )
i hope someone on the other ut forums help me out with it,
posted my demand in nearly every board <- me
the map looks a lot nicer now and i fixed some bugs.
next beta and screenshots will come soon.
maybe davidm writes a comment on my non 08/15 (cubish) map
n8 all
nolan
nice idea to remove the floatingvolume in the keeper zone,
it would really make the keeper more agile.
i think i will build it in, thx so far.
but the main thing that troubles me is the floatingvolume itself (but i think i said that plenty enough )
i hope someone on the other ut forums help me out with it,
posted my demand in nearly every board <- me
the map looks a lot nicer now and i fixed some bugs.
next beta and screenshots will come soon.
maybe davidm writes a comment on my non 08/15 (cubish) map
n8 all
nolan