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Posted: 11-10-2004 11:52
by eko
Thanks for the feedback Imaginos! I have to agree with you on all of the points you made. The volumes around the stadium are all kill volumes for the ball and the players. I didn't want anybody to be able to walk around the side wall ledges. Also, the decision to make the walls that short was mine. I was looking for a happy medium between walls like Cube and no walls at all like GreenBaize.
If I had to change one thing, I would change how big it is... I think a bit smaller would have worked better. BUT, if there are no glaring bugs and everything seems to work fine, I'm not going to change it just for that.
Posted: 11-10-2004 17:46
by Imaginos
I am 100% behind anything that encourages good passing and ball control. People get too used to volleying at random thinking a turnover isn't a big deal.
Posted: 11-10-2004 22:15
by eko
OK. I'm going to wait until the end of the day to get any bug reports, but I can't find anything else to do to the map before I label it FINAL.
Any suggestions as to where Deathball maps are usually uploaded to? I'm going to put it up at my BeyondUnreal hosted site, but anywhere else it should be submitted?
Posted: 11-10-2004 22:19
by speedy
needs more red and blue
Posted: 12-10-2004 04:42
by eko
[SARCASM] You mean the big banners hanging behind the goals isn't enough?[/SARCASM]
Seriously though, I did think about adding some more color, but it ruined the look and feel. What I did was simply make the blue side have cool blue light, and the red side warm orange light. That way you don't break one of the lighting commandments... Thou shall not have the same kind of light give off two different colors.
Also, the goals have a pretty decent red and blue glow coming out of them too, not to mention that the red side has the big red flaming columns, and the blue side has the big blue flaming columns.
The more I think about it, who are you kidding? Do you need an engraved invation to find the red and blue goals or something.
Posted: 12-10-2004 11:59
by fb.shev
no. if u wanna be taking seriously...
what i think speedy is saying, its that it looks abit dull, un-attractive
i doubt it would be played much as its not attractive and is still too un-practicle of a proper game
edit : looking at the screenies, is the ledges on the sides of the map elligable for player to get onto? if so this may ruin gameplay if newbs decide to mess around, unfortunately for other players ^^
Posted: 12-10-2004 22:38
by eko
Well, I can't say that it is a visual feast for the eyes... it's just a different take on a regular deathball arena. DavidM in his guidelines says to not try to do too much with the maps, that players like the same dimensions... so I made the map have the same length as Cube and not have any obstacles in it. I just don't understand why you say you can't have a proper game on it. Why not? It's a field with almost the same dimensions as Cube, the goals are there, the zones are there. I just don't get it. I'm not trying to be an ass, I really just don't understand.
However, if you think it is dull, well that's just a matter of taste. Sure, it's not a visual feast for the eyes, but it's not meant to be. Eye candy means shitty framerates. I personally LIKE that its not terribly red or blue, but consistent, like a real playing field is. For me, less is more. For others, well, they may not like it.
The ledges are all blocked by a kill zone. For both the ball and the players. You cannot get to the ledges as a player. If the ball goes there it gets reset... if a player goes there he gets crushed in the vacuum of space. As a goalkeeper, you can jump all the way onto the ledge, but you get killed. You can also boost somebody there to their death..
The upper ledges on the sides, and the temples behind the goals is where the cameras are located.
Posted: 13-10-2004 12:08
by fb.shev
eko wrote:
Well, I can't say that it is a visual feast for the eyes... it's just a different take on a regular deathball arena. DavidM in his guidelines says to not try to do too much with the maps, that players like the same dimensions... so I made the map have the same length as Cube and not have any obstacles in it. I just don't understand why you say you can't have a proper game on it. Why not? It's a field with almost the same dimensions as Cube, the goals are there, the zones are there. I just don't get it. I'm not trying to be an ass, I really just don't understand.
However, if you think it is dull, well that's just a matter of taste. Sure, it's not a visual feast for the eyes, but it's not meant to be. Eye candy means shitty framerates. I personally LIKE that its not terribly red or blue, but consistent, like a real playing field is. For me, less is more. For others, well, they may not like it.
The ledges are all blocked by a kill zone. For both the ball and the players. You cannot get to the ledges as a player. If the ball goes there it gets reset... if a player goes there he gets crushed in the vacuum of space. As a goalkeeper, you can jump all the way onto the ledge, but you get killed. You can also boost somebody there to their death..
The upper ledges on the sides, and the temples behind the goals is where the cameras are located.
idd at taste, like i said before dont change it on my account
n1 about ledges
err, how high is the reset volume? looking at the screenies the walls are low. So but if its higher is there a invisible static mesh?
Posted: 13-10-2004 12:57
by eko
The reset volume is HIGH. You CANNOT shoot the ball over it. No matter how high you shoot the ball, it will get reset. Try it.
The reset volume begins at the top of the walls and extends upward. I positioned the reset volume so that the ball can still bounce off the light columns, but will get reset everywhere else.
Posted: 13-10-2004 14:15
by Robotojon
It looks a nice map tbh - although as they say "the proof is in the pudding" - it would be nice to see this on a public server playing with a few guys to test it. #DBPickup on quakenet sometimes runs games on new maps - maybe worth poking your nose in there at some point for a live match test.
Posted: 13-10-2004 21:37
by fb.shev
i tryed it, but im sad to say it doesnt appeal to me, ill say no more!
robofag m8, u will never see this map in pug, ill bet u on it, 1 .) no server that will have custom maps on that will actually be placed on dbpu, 2 .) they still cant get over the leetness of cubus/scubus
Posted: 13-10-2004 21:39
by Inphidel
I thought the map looked cool. for those that don't like the low walls. it works ok for some of those other space maps. but those did have a large wall behind the nets. I might recomend somthing like glass behind the nets up high mostly. because the ball will reset alot.
the other possible bug. is using the kill areas as a means to get back on defense faster.
but i like how the map looks. I think its a good job.
Posted: 13-10-2004 23:36
by eko
THX for the kudos.
Using the kill aread as a means to get back on defense faster IS a possible thing to look out for. You can't do it by yourself though. You have to be boosted to the kill area, or be the keeper. A larger wall behind the nets does sound like a pretty good idea. Maybe making the kill area simply bounce you back is also a possibility.