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.
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
Geeball2 Beta
Moderators: Jay2k1, DavidM, The_One
Geeball2 Beta
Last edited by Imaginos on 17-05-2006 12:58, edited 1 time in total.
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.
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.
"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.
- 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.
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.Twigstir wrote: how did you do that?
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.
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.. ).fb.shev wrote: I'm sorry i dont like it, i dont like the idea of two levels in an 'db' prefix map.
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.