DB-Vortex Release!
Moderators: Jay2k1, DavidM, The_One
Please try new things - it's all a learning experience. You have two things to be corncerned with - How the map plays, and how people play. Getting players to change is the hardest part. Deathball can be more than cubes. However getting players out of cubes is a slow process.
Things to think about.
*Too much change turns many players off quickly.
*Things near the goals that can be used for easy scores is fun at first but, ruins the map's overall future.
*Some players love to see something new - but it often is short lived fad.
*Players tend to play the same maps over and over - but over time maps can become popular.
*Many maps have successfully changed. Many "played" maps are not the first version.
Try to keep most of deathball as it's currently is. Make small changes and give it time. Learn, improve, and let players adapt. A couple of changes added together over time and someday deathball might be a less Cubish.
Don't rush to trash your ideas. DB-Chamber -> DB-Chamber2004 is a good example. The new chamber is a lot more popular.
P.S. Expect to take some crap mapping for deathball. You'll get it from those who could play the same map, every match, day after day. You'll also get it from people who want deathball maps to be more like UT2004 maps but still play as an arena type sport. They don't understand. I learn more by watching people play than reading comments. Useful comments are hard to come by. Deathball mapping is not as easy as many people think.
Things to think about.
*Too much change turns many players off quickly.
*Things near the goals that can be used for easy scores is fun at first but, ruins the map's overall future.
*Some players love to see something new - but it often is short lived fad.
*Players tend to play the same maps over and over - but over time maps can become popular.
*Many maps have successfully changed. Many "played" maps are not the first version.
Try to keep most of deathball as it's currently is. Make small changes and give it time. Learn, improve, and let players adapt. A couple of changes added together over time and someday deathball might be a less Cubish.
Don't rush to trash your ideas. DB-Chamber -> DB-Chamber2004 is a good example. The new chamber is a lot more popular.
P.S. Expect to take some crap mapping for deathball. You'll get it from those who could play the same map, every match, day after day. You'll also get it from people who want deathball maps to be more like UT2004 maps but still play as an arena type sport. They don't understand. I learn more by watching people play than reading comments. Useful comments are hard to come by. Deathball mapping is not as easy as many people think.
Last edited by Twigstir on 18-07-2004 04:29, edited 1 time in total.
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
Thanks for the feedback mates, I really appreciate it. I have no qualms releasing as many versions as it takes to get right, but personally I would never waste my time on more than a second release. The map I'm working on currently is more of a cube shape, and I'm implementing regulation-size goals and penalty zones. Not admitting defeat from making wacky levels, I'm just seeing if I can put gameplay first for a change. I was gone most of the day today (went to see Howard Shore's The Lord of the Rings Symphony, which was awsome btw), so I didn't get to spectate it online myself. I'm sure Steve-O will do a fine job of fixing whatever needs fixing.
thanks dude, always nice to know your work is appreciated, even if its a part of it that you didnt do , and the new version which i fixed up was just sent to sergeantduke, once he looks it over, if it is ready for release it should be out today, if not lol i donno then but heres some things i changed in version 2.0...
:::I changed the goal dimensions, making it shorter, and a little bit skinnier...
:::Changed the central paths, from having an 8 way path to having a 4 way path, leading directly out the sides, and from one goal to the other.
:::The paths running to the goals were widened and the ones running sideways were shrunk.
:::Boosters in the level were deleted, and instead a low gravity zone was added in the center, caused by the vortex at the ceiling, and by the spirits flying upward.
:::Radar was fixed to align with the level.
hope it gets released soon
--Steven Wesbur--
:::I changed the goal dimensions, making it shorter, and a little bit skinnier...
:::Changed the central paths, from having an 8 way path to having a 4 way path, leading directly out the sides, and from one goal to the other.
:::The paths running to the goals were widened and the ones running sideways were shrunk.
:::Boosters in the level were deleted, and instead a low gravity zone was added in the center, caused by the vortex at the ceiling, and by the spirits flying upward.
:::Radar was fixed to align with the level.
hope it gets released soon
--Steven Wesbur--
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
-
- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38