Table football ...

Look for maps, show your maps...

Moderators: Jay2k1, DavidM, The_One

User avatar
UnrealKrake
Posts: 113
Joined: 11-07-2003 18:49
Contact:

Table football ...

Post by UnrealKrake »

UPDATE: First version of the map released

DB-SoccerV1 placed in a ceiling room of a house on a table football field.

Features:

- The so called Table Football Players (TFPs) are interacting when they are hit by the ball. (causes fps loss in the first beta)
- The defense TFPs boost you to the ballspawn point
- Deathball Live TV working
- the cubes showing the score now moving the right way ;)
- some other little things ...

Just released this early beta to make sure i'm going in the right direction. Please critizise what you dislike.

I can still change a lot, what i just need are your thoughts ;)

Grab it here and open the so called .lol file with Winzip (must rename it cause of tripod) :(

DB-SoccerV1.zip.lol

Old news:

Don't know if you like this idea (cause of GreenBaize), but it differs...

I made some screens of this very early version (just to see if you would like this idea...)

These are the latest shots:

none selected

Here are old ones, sorry but i don't have so much time do develop the map fast :(

Tableview 1
Closer Table View
Tableview 2
Television with Deathball Live TV

Outdated shots:

Image
Image
Image
A closer view to the Table
The Telescreen showing "Deathball Live" channel ;)

some comments please ;)
Last edited by UnrealKrake on 23-07-2003 10:04, edited 1 time in total.
gnomeh
Posts: 177
Joined: 05-04-2003 01:34
Contact:

Post by gnomeh »

looks fun :)
User avatar
Armagon
Posts: 1333
Joined: 24-03-2003 14:50
Contact:

Post by Armagon »

Interesting.
User avatar
Axl
Posts: 649
Joined: 09-03-2003 13:16
Contact:

Post by Axl »

looks like a great idea, wonder y no-one thought of this design before.. keep going :)
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

might wanna raise the guys up a bit... looks nice tho... if you could get someone to model them they'd look even better.
User avatar
L33FY
Posts: 371
Joined: 09-03-2003 22:14

Post by L33FY »

Yeah, raise up and it looks awesome =D
User avatar
SkaTallica
Posts: 36
Joined: 30-06-2003 23:49
Contact:

Post by SkaTallica »

j/w, are the foozball ppl (the ppl on the sticks, duno what else to call them :p) made from brushes or static meshes?... i like the idea btw
User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

Post by -plær- »

Do/will the stick players have karma?
So that if you hit them/shoot the ball at them, they will spin? That would be cool.
User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

trying to run around and pass between these wooden players would be annoying, you get stuck all the time etc.
no?
YoYo789
Posts: 422
Joined: 10-04-2003 06:09
Contact:

Post by YoYo789 »

not if you raised them high enough, but then it might be a little unrealistic
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

or maybe make them all Karma based and have the ball whack through them and mak them spin. The only exceptions would be the top bars which wouldn;t be too annoying due to their streamline characteristics.

Also, the keeper ones you have currently wont work well. Remove or make it stand straight up in the air. Currently its just crying "funny bounce"
Last edited by Surge on 12-07-2003 13:52, edited 1 time in total.
User avatar
Axl
Posts: 649
Joined: 09-03-2003 13:16
Contact:

Post by Axl »

how about rather than just a map, make it a MOD?

/me looks at rens :D

each player on the server controls one of the lines of men :D hehe
RevBillyG
Member
Posts: 38
Joined: 09-03-2003 20:18
Contact:

Post by RevBillyG »

or maybe make them all Karma based and have the ball whack through them and mak them spin.


and if you ever get that working online, I'll be first at the queue asking you how you did it ;)

Keep up the good work tho, there's always a pace on my HDD for original works.
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

Rev, it would need some custom coding but i would assume you could use volumes on both sides slightly awak from the players to cause the static mesh set to move. Mind you, it would return to its previous position after being moved.

It would basically be a mover trigger. No real hard task. I have a friend that coded that map DB-Defrost where you hit the cleaver in the back of the net with the ball and it dunks the keeper... the floor drops out beneath them and saws them up :D... I would assume if you couldnt make the static meshes spin doing an invisable trigger infront of them or you could at least use a mover trigger for them to flip once the ball hits it.
Last edited by Surge on 13-07-2003 00:34, edited 1 time in total.
User avatar
Rens2Sea
Posts: 1849
Joined: 09-03-2003 00:21

Post by Rens2Sea »

TEZC-Axl wrote:
/me looks at rens :D


/me hides :o
Locked