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Posted: 21-05-2006 23:35
by Goldeneye
hmmm, just remembered something i forgot to add:

the default settings currently assume that the field is aligned along Y-Axis like most of the official deathball maps are from what i remember.

Posted: 26-05-2006 16:07
by Inphidel
ok, First off let me explain what I was hoping to do with 'offsides' when I made a post about this on the fps-sports.net forums

The Idea isnt mean to make defense easier, its to make playing defense postion more fun by giving them more ability to attack.

afterall, all the experianced players know that defense is a TEAM position, and the only reason anyone needs to play D for their Team is to prevent a team from just having a hanger near the keep for a long bomb, for an easy one on one chance at the keeper after a turnover.

Ok now before you go hating on offsides and think it will ruin the flow of the game listen to my ideas first with an unbiased mind. think of deathball as a sport.

In NA maybe 10% of the community ever wants to play D, its boring, unrewarding, your often the blame of loses, and never the subject of glory in victory. no wonder no one wants to play as the stand alone D.

While you may argue teams can use a rotating Defender, and some teams do. its an unrealistic expectation in Pick-up games that all players will do this, especially new players to the game.

What I propose is a (3 line) pass rule. you set up the field into 3 zones, like hockey.

[Red zone] [neutral zone] [Blue zone]

the ball would need to carry two more statistics with it in game, zone, and player color.

All the rule would propose is. Blue player cannot touch ball if blue player in blue zone last touched it. and the same for Red.

You could code it so that they could still Volley it. however a volley would result in the instant gibbing of the player touching it. as would catching the ball mean their ceritain death. or you could simply code it. if blue player is in red zone, and ball has blue zone and blue player flags attached to it. they cannot touch it period untill it has either a red zone or neutral zone flag attached to it.

So how do you still maintain a fast offense? your 'hanger' could still stay in the far neutral zone. and become a relay man, a quick pass from keep to neutral zone, while a boosted player goes up into the red zone.

overall the point is. keepers and defenders can no longer get a missed shot and toss it across field to a hanger for an easy goal attempt. it doenst make defense easier because the defender can become part of the attack as well because he doenst need to boil a dick in his teams pbox because someone is hanging down field. they can move up into the red or neutral zone and be the open man so teams can work the ball around the zone maintaining ball control better.

fundimentally the game stays unchanged expect for the ability to bomb a pass from one zone to the next.

Posted: 27-05-2006 03:46
by Goldeneye
New Version available \o/

featuring:

- sprint (thanks to a little copy'n'paste from 1.8 it also includes all the effects it had back then ;))
- dodge
(selectable via bUseSprint=true/false either in the mapchange line or (admin) set DB_DodgeDeathball bUseSprint true/false during the game. this takes effect with the next respawn.
if you start a game from ut2004's menu you can also select this in the game options...
)

and
- offside mutator:
  • mainly bug fixes / tweaks
  • now recognises field alignement with the help of goal and ballspawn
  • leaving enemy teamzone / touching own teamzone now clears you from offside list as it should.
btw to change the server to the dodgedeathball gamemode you can use:

admin map db-cube?Game=DB_Offside.DB_DodgeDeathball?Mutator=DB_Offside.DB_MutOffside?bUseSprint=true

Posted: 27-05-2006 22:16
by Messy
What's the bind for sprinting called?

..it used to be default on shift :o

Posted: 27-05-2006 23:17
by Goldeneye
it's still bound to the walking key (i.e. shift ) :P

Posted: 28-05-2006 13:32
by DavidM
sprint is ok....
but imo....forget about offside.
you need totally different shoot modi to make it work. you basically need to turn the actual game upside down for it to make sense.
with our long charge you can't play the surprising through-ball etc
it's just all camping the middle line and nobody defending. it sure will change once people can handle it better...but it will be so boring and always the same ;)

Posted: 29-05-2006 21:24
by Messy
Goldeneye wrote: it's still bound to the walking key (i.e. shift ) :P


I had shift bound to something else ;)

I guess it was

Code: Select all

set input shift walk
(for future reference)
though :) thanks for telling me in-game :D

Posted: 31-05-2006 23:30
by Goldeneye
new version of DB_Offside:
changes:
- fixes crash on connect if sprint is enabled (hopefully)
- team-boosts while sprinting pretend you were not sprinting
- sprintspeed reduced from 2.0 to 1.7 times speed without sprint.
[edit]
forgot to mention those:
- keepers may sprint now as well
- full serverinfo is displayed again (not just Sprintmode=Sprint/Dodge)
[/edit]
but imo....forget about offside.
you need totally different shoot modi to make it work. you basically need to turn the actual game upside down for it to make sense.
with our long charge you can't play the surprising through-ball etc
it's just all camping the middle line and nobody defending. it sure will change once people can handle it better...but it will be so boring and always the same
without offside it's camping the ballspawn or penzone (both def/hanger), with it's camping the middleline or ballline or where-ever you may camp without being offside. so basicly it just changes where you camp, but gives defence more control over how close to the goal hangers may camp...

anyways i think both sprint and offside can be nice additions to deathball, but probably still need some fine-tuning

@inphidel:
i could make a sample map for that as well, but the downside of that 3 zone offside is, that it cannot be applied to any of the current maps

Posted: 01-06-2006 04:08
by Twigstir
You could work 3 zone passing like Inph suggested, kill the player if he/she touches the ball. Or you could do it similar to the current offsides.

If the ball goes from one team zone to another without being touched by a player in the neutral zone, any player in the enemy team zone gets killed when the ball crosses the line into the enemy team zone.
- this allows a team to follow a long ball into the enemy team zone
- the killing is instant if a violation happens

Posted: 05-06-2006 17:34
by Goldeneye
Ok, the 3 Zones Offside Mutator is done \o/

I've included a special version of DB_OffsideCube (now DB-NA_OffsideCube) that has a third neutral teamzone between the 'colored' ones. Not having any teamzone there at all would probably work as well - the mutator ignores all teamzones other than those for red and blue anyways.

About the Mutator:
It has 5 Options:
  • bKillOnEntry (false) - Trigger offside when the ball enters it, thrown from attacker's teamzone
  • bKillAll (true)* - Kill all attackers in defenders' teamzone on offside
  • bTimeMatters (true)* - You cannot be offside if you enter defenders' teamzone after the ball has been passed
  • bResetBall (true) - Give Ball to defenders on offside
  • bResetState (true)* - Touch causing offside counts (i.e. any attacker may touch the ball again without being offside, after offside has been triggered)
*ignored/always true if bKillOnEntry=true

those options can be changed like any mutator settings. (e.g. ut2004's menu, "admin set NA_Offside.NA_Offside option value" or the MutOffside.ini)

oh and like the DB_Offside mutator it's completely serverside...

[edit]
forgot to mention: it does of course work in other maps as well, but because the two teamzones are adjacent you won't have much other options than carrying it over the middle line.

Posted: 06-06-2006 09:34
by BrinGer
im not a big fan of sprinting, but offsides sounds quite good will have to test it and see!

Posted: 11-06-2006 02:58
by Inphidel
about: 3 zone offsides

I LOVE THIS MUTATOR.

i'm going to make a mid/full size map for it and try and get some servers to host it in the NA for some testing on mixers.

One question, is it possible to make it so the ball doenst goto the keeper and it just drops where the player dies or the it just kills the player if they volley it (and the volley still goes as is)

tho i kinda do like the keepers getting the ball its interesting.

I think this is exactly how deathball should be.

it allows the defense to play upfield more cuz he doenst need to worry about the hanger factor. makes for more ppl attacking.

\o/ ty m8

Posted: 11-06-2006 13:07
by Goldeneye
Inphidel wrote:
One question, is it possible to make it so the ball doenst goto the keeper and it just drops where the player dies or the it just kills the player if they volley it (and the volley still goes as is)

just switch bResetBall to false ;)
Inphidel wrote:
I think this is exactly how deathball should be.

it allows the defense to play upfield more cuz he doenst need to worry about the hanger factor. makes for more ppl attacking.
idd, matches with 5 (maybe even 4) or more players per team could really gain from offside (any of the two variants), not just because defense is relieved, but as you will have to build up an attack and can't just bomb it from back to back and hope for your hanger to catch it...
Inphidel wrote:
\o/ ty m8

np \o/

Posted: 12-06-2006 09:41
by Goldeneye
about 2.4d compatibility:

offside should work with it as is, doesn't even need any adaptions, from what i can see.

and sprint only lacks a single if - but that only results in a "Accessed None" log-message, so it's just something really minor, and i don't think i'll make a new version just because of that ;)

Posted: 12-06-2006 15:59
by The_One
Aw come on. Deathball's log is a mess as it is. xD