Geeball2 Beta

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Imaginos
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Geeball2 Beta

Post by Imaginos »

Many of you know between me and Max_Power (and Thex too!), we're a couple of guys who are forever torn between our love of Deathball and our love of killing. To feed that hunger, Max and I have been playing an awful lot of gibball lately and almost exclusively on DB-CTCR-Geeball, a classic UT2003 map.

Max was thinking that we could dramatically increase our killing power if Geeball was set in a more DB-Zodiac like arena. Lose the walls leads to dangerous falls equals hearty LOLs. Brilliant!

So I tore into UnrealEd and began hacking the two maps into one. I have never used the editor before and this is my first effort, so expect it to be garbage. It is a work in progress and I thought I would toss it up for comment cause I love hate mail.
So here it is.. Geeball2, now with more ways to die like dogs... and you will die like dogs.

Image

WFT? Damn screenshot/img tags are disabled?! If that wasn't bad enough, here's the actual map: http://bud.recongamer.com/deathball/geeball2beta.zip

edit - updated to b26
Last edited by Imaginos on 17-05-2006 12:58, edited 1 time in total.
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Shinobi
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Post by Shinobi »

fun fun fun :P
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Twigstir
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Post by Twigstir »

The map is fun to play.
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Imaginos
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Post by Imaginos »

Bump for an updated version. Decided to have a little fun with the post sounds and instead of a bunch of triggers, I used a single static mesh as the trigger. Might be a better way to do goalposts.

Unfortunately, like Twig's DB-Blueridge, I use a pool of random sounds and sometimes the trigger fails to play it. Not sure why, but I would like to fix that.
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The_One
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Post by The_One »

Post sounds don't work reliably in any map.
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Imaginos
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Post by Imaginos »

Impossible! That would be like saying that collision doesn't work right all the time!
At least the changes had my brother laughing his ass off.. and that's what I was really shooting for.
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Twigstir
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Post by Twigstir »

"Decided to have a little fun with the post sounds and instead of a bunch of triggers, I used a single static mesh as the trigger. Might be a better way to do goalposts."

- how did you do that?

"sometimes the trigger fails to play it"

- The ball's diameter was changed a while back. Try making the trigger bigger if thats possible. It will not solve it but, it might make it better. Using mover-triggers seem to be the worse. It seems to take a long time for the trigger to reset and be ready to perform again.

"Post sounds don't work reliably in any map."

- I've never seen them not work except if the post is hit twice really quicky. See above why in older maps, it's harder to get the post hit sound.
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fb.shev
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Post by fb.shev »

I'm sorry i dont like it, i dont like the idea of two levels in an 'db' prefix map.
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Imaginos
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Post by Imaginos »

Twigstir wrote: how did you do that?
I made a staticmesh in myLevel of a hollow cylinder with an inner diameter that matched the goal size and and outer diameter 32 units more. Height was a mere 1 unit - this may be where I need to do something.. thicken it maybe.
Next, place the trigger on the map and set it up as you normally would - except don't touch the collision properties. Instead, edit it's display properties and in the staticmesh item, add the mesh that will be the goalpost trigger. Also under display, set the "draw type" to "DT_StaticMesh" and your staticmesh will appear as a collision volume you can move into position.

When it doesn't play, I doubt it's a reset issue.. it very well may be that the trigger isn't thick enough and the ball bounces too quickly on the blocking volume immediately behind. Funny thing is that in replays it seems to trigger a lot more often. I sortof prefer that it doesn't fire every single time, but it still bothers me that I don't have it right.
fb.shev wrote: I'm sorry i dont like it, i dont like the idea of two levels in an 'db' prefix map.
Nothing to be sorry about. It is an unusual map and for me, it doesn't cross the line into gimmick territory. The split level (we call it the table) breaks up the field and prevents keepers from being totally raped from below (well.. mostly.. ;) ).
All that free z-axis space gives players many angles of attack while the low gravity demands you think before you leap. I find it ideal for a good flat out 1on1 where you don't have to fall back and cover the goal every time you turn the ball over. The difficulty in hitting the smaller goal means you can get aggressive on D and take chances in the enemy half.
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Messy
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Post by Messy »

Geeball and Zodiac might have been the coolest custom maps around :)

Good work combining them.

edit: shev :o without the two levels geeball would be superunfair :p
Last edited by Messy on 19-05-2006 19:26, edited 1 time in total.
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