DB-Malaysia
Moderators: Jay2k1, DavidM, The_One
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
DB-Malaysia
Title: Malaysia
Version: 1.00
Description: As the DeathBall phenomenon sweeps through Asia and the Far East, local communities are faced with a shortage of suitable arenas. Because of this, many aspiring teams take to the deserted streets at night, for both practice and competition.
Author's Notes: This is my second map for DeathBall (excluding the ones I assisted Steve-O with). Hopefully its a bit better than my first map - although I make no guarentees. Feedback and constructive critisism are very much appreciated.
Changes from Beta:
-Added more deco to side-streets
-Added physics volumes to side-streets to reduce number of shoot-outs
-moved ball spawn to center
-fixed goal-post triggers, 'missed shots' now count correctly
-Lowered the two middle platforms 16uu; helps with movement, passing, and visibility
-Lowered plant beds on the platforms 12uu; helps with movement, passing, and visibility
Download: http://www.pcgamemods.com/6433/
Screenshots:
Version: 1.00
Description: As the DeathBall phenomenon sweeps through Asia and the Far East, local communities are faced with a shortage of suitable arenas. Because of this, many aspiring teams take to the deserted streets at night, for both practice and competition.
Author's Notes: This is my second map for DeathBall (excluding the ones I assisted Steve-O with). Hopefully its a bit better than my first map - although I make no guarentees. Feedback and constructive critisism are very much appreciated.
Changes from Beta:
-Added more deco to side-streets
-Added physics volumes to side-streets to reduce number of shoot-outs
-moved ball spawn to center
-fixed goal-post triggers, 'missed shots' now count correctly
-Lowered the two middle platforms 16uu; helps with movement, passing, and visibility
-Lowered plant beds on the platforms 12uu; helps with movement, passing, and visibility
Download: http://www.pcgamemods.com/6433/
Screenshots:
Last edited by sergeantduke on 01-08-2004 18:31, edited 1 time in total.
- Catalyst88
- Posts: 707
- Joined: 18-03-2003 12:02
Interesting concept. First impression is that it could be interesting to play on, but for fun rather than "hardcore" games that most people seem to right now. I like the idea, it's nice .
Things which might affect gameplay - the raised platforms in each half, obviously, which may be a problem passing-wise. Having the trees being non-solid is a good idea, and i think it's a trend which other mappers would do well to pick up on. Decoration need not necessarily be collidable, whilst still looking decorative
I'm not sure if the slightly raised bits near the penalty boxes will affect gameplay at all - if they do, it might be best to lower them to street level. However, i'm not sure if they're tall enough to pose much of a problem. Having the ball reset after travelling behind the goal seems a neat idea to me, . The ball itself spawning in a bush seems slightly odd, but i suppose it fits with the feel of the level.
I can't say much about gameplay yet but it's a good effort at a nice-looking map (especially for a 2nd attempt ) There might be just a little too much decoration for it to be playable, but I'll see if i can get it tested in #dbpickup tomorrow.
Things which might affect gameplay - the raised platforms in each half, obviously, which may be a problem passing-wise. Having the trees being non-solid is a good idea, and i think it's a trend which other mappers would do well to pick up on. Decoration need not necessarily be collidable, whilst still looking decorative
I'm not sure if the slightly raised bits near the penalty boxes will affect gameplay at all - if they do, it might be best to lower them to street level. However, i'm not sure if they're tall enough to pose much of a problem. Having the ball reset after travelling behind the goal seems a neat idea to me, . The ball itself spawning in a bush seems slightly odd, but i suppose it fits with the feel of the level.
I can't say much about gameplay yet but it's a good effort at a nice-looking map (especially for a 2nd attempt ) There might be just a little too much decoration for it to be playable, but I'll see if i can get it tested in #dbpickup tomorrow.
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
Thank you for the feedback and for putting it up for testing. I didn't even know there was a 'New Maps' button.
I was thinking of lowering the two platforms in the middle to require only one jump instead of two, if you can't be bothered to use the stairs. This may also help some with passing.
The ball never goes below the tops of the wooden sidewalks, so they shouldn’t pose a problem to the ball. The height difference for players is negligible. I did a lot of work with blocking volumes in other places as well, to try and avoid random or frustrating bounces.
The ball resets behind the goal simply because the street extends in that direction - it wasn't some grand, magical idea I had to alter the gameplay. There are small banners behind the goal that you can bounce the ball off of, and I could always add a little more if need be.
As for the ball spawn, I thought to hide the ball in a bush, until I realized that its location shows up in three different places on your hud. /o\
I was thinking of lowering the two platforms in the middle to require only one jump instead of two, if you can't be bothered to use the stairs. This may also help some with passing.
The ball never goes below the tops of the wooden sidewalks, so they shouldn’t pose a problem to the ball. The height difference for players is negligible. I did a lot of work with blocking volumes in other places as well, to try and avoid random or frustrating bounces.
The ball resets behind the goal simply because the street extends in that direction - it wasn't some grand, magical idea I had to alter the gameplay. There are small banners behind the goal that you can bounce the ball off of, and I could always add a little more if need be.
As for the ball spawn, I thought to hide the ball in a bush, until I realized that its location shows up in three different places on your hud. /o\
Ive placed your map in this thread: http://forums.gameservers.net/showthrea ... adid=15196
I dont mind doing it for you but it would be nice if u did it yourself next time :p
I dont mind doing it for you but it would be nice if u did it yourself next time :p
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
Thanks mate - the version is beta btw, if you could update it to final instead of ??? when its finished, I would appreciate that. I would have done it myself once the map is finished, but I personally don't like over-publicizing anything less than a final release.
Philo, I disabled the collision on all tree, bush, rock, and lamp static meshes, so getting your ball stuck in a tree is impossible. I just went into UED and checked to make sure. I'm sorry, but its just not going to happen. I originally had the ball spawn in the branches of the center tree, but I don't know how to kill the mesh underneath, and so was forced to move it.
Philo, I disabled the collision on all tree, bush, rock, and lamp static meshes, so getting your ball stuck in a tree is impossible. I just went into UED and checked to make sure. I'm sorry, but its just not going to happen. I originally had the ball spawn in the branches of the center tree, but I don't know how to kill the mesh underneath, and so was forced to move it.
suggestions:
1) turn behind the net sinto pits. Put a semi-high fence infront of it so players cant get flat land boosted over it
2) add SMALL (emphasis on small) blocking volumes under each tree to make them non run-throughable, it just seems lame.
3) fix the center to be a traditional DB start, not ball in the bush
maybe put 2 raised plantes on each side extending to the walls with a couple trees or something along those lines
Otherwise its a really fun map. It feels a LOT bigger than it actually is when you play on it, so the game feels a lot faster.
1) turn behind the net sinto pits. Put a semi-high fence infront of it so players cant get flat land boosted over it
2) add SMALL (emphasis on small) blocking volumes under each tree to make them non run-throughable, it just seems lame.
3) fix the center to be a traditional DB start, not ball in the bush
maybe put 2 raised plantes on each side extending to the walls with a couple trees or something along those lines
Otherwise its a really fun map. It feels a LOT bigger than it actually is when you play on it, so the game feels a lot faster.
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- Senior Member
- Posts: 115
- Joined: 07-06-2004 20:38
1) edit: ok, I see what you mean now. Personally, I don't really care for the idea. From a gameplay standpoint, its alright. But the theme I was going for was more like unofficial street games of DeathBall, rather than an actual arena with officially sanctioned matches. I could, however, make another version with pits and fences and all that, as if this particular venue was so popular that it was made into an actual arena. Maybe I'm just putting too much stock in the background and not enough into the actual level.
2) edit: Ok, so you don't want to be able to run through the trees, but what about jumping through them? Would that not look just as bad?
3) edit: Ok, I see what you mean now. I just moved the center tree off-center a bit, and placed the ball in the center.
Here's what I've done so far:
-Corrected the ball spawn
-Put physics volumes at the edges of the playing field, so the ball doesn't get shot out of the field as easily.
-Lowered the platforms 16uu. Used to take 2 jumps w/o the ball and 3 with the ball. Now reduced to 1 and 2, respectively. Also helps with passing and visibility.
-Lowered the plant beds on the platforms from 16uu to 4uu above the ground; helps with movement, passing, and visibility.
-Fixed the post triggers so that missed shots count correctly.
2) edit: Ok, so you don't want to be able to run through the trees, but what about jumping through them? Would that not look just as bad?
3) edit: Ok, I see what you mean now. I just moved the center tree off-center a bit, and placed the ball in the center.
Here's what I've done so far:
-Corrected the ball spawn
-Put physics volumes at the edges of the playing field, so the ball doesn't get shot out of the field as easily.
-Lowered the platforms 16uu. Used to take 2 jumps w/o the ball and 3 with the ball. Now reduced to 1 and 2, respectively. Also helps with passing and visibility.
-Lowered the plant beds on the platforms from 16uu to 4uu above the ground; helps with movement, passing, and visibility.
-Fixed the post triggers so that missed shots count correctly.
Last edited by sergeantduke on 30-07-2004 23:46, edited 1 time in total.
1) so it doesnt appear to trail off into nowhere (which doesnt look nice) the entire play area should be barricaded in some how (even the side entrences). A pit would just be fun because you could knock people into it occasionally.
2) all i would want is a small like 32uu stump to the trees so you cant run DIRECTLY through them which just looks weird. They dont interfere with the ball or anything unless it is walking on the ground (players).
4 was in reference to 3, just an idea for center ball spawn.
2) all i would want is a small like 32uu stump to the trees so you cant run DIRECTLY through them which just looks weird. They dont interfere with the ball or anything unless it is walking on the ground (players).
4 was in reference to 3, just an idea for center ball spawn.