DB-SlamBall

Look for maps, show your maps...

Moderators: Jay2k1, DavidM, The_One

User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

DB-SlamBall

Post by -plær- »

Completely ripped from the us sport/tv show of the same name, this is a basketball-esque map, with 3 big trampolines (jump-pads) infront of each net.

Here's a couple of screenies for you:
Image1 (488kb png)
Image2 (484kb png)

Imho, the lighting and other things (trampoline textures) currently suck hard, but the gameplay is right up there, as most of the guys in FCU can attest to. It's designed for 2v2 play, but 3 per team does work.

The perspex walls/roof are reputed to be a bit of an fps killer, so I've done a normal-detail mode (a la DB-Cube v3.0) that removes the crowd unless you are in high/highest world-detail setting. In my testing, running in normal mode gives a 15 fps boost.

For the reasons mentioned above, it's not ready for release yet, but if you are itching to play, come find me on irc and I'll give you the latest version.

Any thoughts?

It's my first attempt at a ut2k3 map of any kind, so...go easy :)
h3r3tic
Posts: 166
Joined: 30-03-2003 19:30
Contact:

Post by h3r3tic »

Yay looks impressive..
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

put it in the original warehouse to cut down on FPS problems...

If you could get a coder you could change the gameflow so the 2 "gunners" couldn't go in their own Pbox, the handler could travel the whole field and the stopper couldnt leave his own end...

Could be interesting. The scoring would also have to be tweeked to slamball style or I just wouldnt feel it TBH...
User avatar
Onge
Senior Member
Posts: 926
Joined: 17-04-2003 13:18

Post by Onge »

Map rocks. Keep up the good work.
User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

Post by -plær- »

I dont know how well the full slamball rules would translate to the map, but there was a suggestion of getting some coding to change the points. Not sure how slamball's 3 for a dunk, 2 elsewhere would work.

I think it might be neat to have basketball-style points perhaps, so you can get a bonus for shooting a 3 pointer from the other end of the court. Maybe not from outside of the p-box (too easy) but from your own half would be a 3 pointer.

I imagine that would be piss easy to code. Anyone wanna point me to a decent starting point to learn uscript?
User avatar
Armagon
Posts: 1333
Joined: 24-03-2003 14:50
Contact:

Post by Armagon »

This is a good place to start, if you are new to Uscript:
http://wiki.beyondunreal.com/wiki/UnrealScript_Lessons
User avatar
Rens2Sea
Posts: 1849
Joined: 09-03-2003 00:21

Post by Rens2Sea »

You might want to take a look at this too:
http://wiki.beyondunreal.com/wiki/Embedding_Code
User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

DB-SlamBall Map Released \o/

Post by -plær- »

I finished the map off, and so as not to force you all to wait while I learn Uscript to change scoring, here is the final map release.

Read above for the sales-pitch...

DB-SlamBall.zip (4.4Mb):
-Download
-Mirror

For those of you who insist on screenies before download, here you go:
-SlamBall Pic 1
-SlamBall Pic 2

What I currently plan on doing is writing a mutator that will change the points system into:
-2 points for a normal goal
-3 points for a normal shot from your own team's half
-3 points for a volley (ie dunk)
(I know it's neither basketball, nor slamball scoring, but I think it would work best this way)

This way, any future Basketball-style maps will automatically have an appropriate scoring system, rather than making a map-specific one.
User avatar
The_One
Senior Member
Posts: 1962
Joined: 09-03-2003 00:38
Location: UK

Post by The_One »

Great work Plær, I like it a lot (even though I only just tried it out in Instant Action with no bots^^).

It will really add somthing to 2v2, that's for sure.

One thing I noticed though.
The ball doesn't fall through the basket but I'm sure it's small enough to fit. Looks a little odd imo.

Can't wait for the mutator to be released, sounds an essential component to get the full experiance.

p.s. Is SlamBall on in the UK? Can't say I've ever heard of it before.
User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

Post by -plær- »

The_One wrote: The ball doesn't fall through the basket but I'm sure it's small enough to fit. Looks a little odd imo.


I had to add a blocking volume there to prevent people cheating and shooting from underneath. If anyone knows how to make this disappear (or move extremely fast) when a goal is scored, let me know.

Is SlamBall on in the UK? Can't say I've ever heard of it before.


Sadly not yet, I've only seen it when I went on holiday to the US. Sounds like something Bravo might want to pick up though. Perhaps we could start a mailbomb campaign...:devil:

p.s. come to #{fcu} mate o/
User avatar
Onge
Senior Member
Posts: 926
Joined: 17-04-2003 13:18

Post by Onge »

I look forward to playing the map!
-Camel-
Posts: 202
Joined: 25-03-2003 17:50

Post by -Camel- »

I love this map!
User avatar
-plær-
Posts: 757
Joined: 18-05-2003 14:03
Contact:

Post by -plær- »

yay FCU pimpage
User avatar
MeSSiaH{FCU}
Posts: 657
Joined: 28-03-2003 20:44
Contact:

Post by MeSSiaH{FCU} »

I'm not completely sure *but* cant you auto-load the script from a seperate .u with the map?

Like db-defrost loads the .u with the dunking by default :)
User avatar
UnrealKrake
Posts: 113
Joined: 11-07-2003 18:49
Contact:

Post by UnrealKrake »

Hehe, nice idea for a map, keep going :)
-plær- wrote: I had to add a blocking volume there to prevent people cheating and shooting from underneath. If anyone knows how to make this disappear (or move extremely fast) when a goal is scored, let me know.


A solution could be that you use a mover instead of the blocking volume. The mover should fill out the basket (use the same size the blocking volume has). One Keypoint is inside the goal and the other one is outside the gamefield. Link the mover with the goalevent (as the Mapping guide of DavidM shows with goalsounds).
As texture, u should set an "invisible Texture" (you know that: black texture as a shader with output blending set to OB_Translucent). Set the Moverproperties -> "Movetime" = 0.00000 and "Stayopentime" 5.0000 or more. (Don't forget to switch Object -> InitialState to "TriggerOpenTimed")

Hope i could help ...

Greetz Krake
Last edited by UnrealKrake on 03-09-2003 19:50, edited 1 time in total.
Locked