SLAM-f*ing-BALL!

Everything about Death Ball.

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-plær-
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Post by -plær- »

Hoju wrote: - I think it might be better if quad jump is taken out (double jump still in?) and the jump pad power increased this will make timing more important which is a major part of slamball.


Would be easy enough to test out, I just need to change one integer :)

- Add a jump pad under the basket like it is in slamball.


It was in the first ever build of the map. And was horrible :o


- Make a slam easier to do, have the rim do like 40 or 30 damage per second, so people cant sit on it (for too long) , but it won't kill someone who attempts a slam, and gives them time to get it right, maybe also make the rim a bit bigger.


If you hit the net and die, the ball usually drops in anyway for 2. There is a skill to getting the full jam, and I think it deserves the full 3 points. Dropping the rim damage down means people will be able to stand on the rim for a full second, catch the ball, and drop it in for a very easy (and lame? :o) score.


- take out volley, they cant volley in slamball silly :)


NEVAR! Half the fun of this game is thinking up cool volleyshots :D
I'm not going for a full slamball simulation, more for a game which is all about teamplay and style. Vollying really adds to that, so they are there for good.


- instead of a player dying when hit in opposing teams pzone, have the ballcarrier be the only one that can be hurt, and the damage be severe but not fatal at 100 hp, (maybe 80 dmg) and i dunno if this can be done, but have the ballcarrier also be hit away a little bit, or slow down in air.


There is a bloody good idea in there actually. I'd like to keep the ballcarrier insta-gib on. I take great pleasure in flying from one side of the zone to the other, meeting an attacker halfway and gibbing him. But not killing, only deflecting the other attacker away could work. It would sufficiently allow the defense to mess up an attack, but keep the pressure on them to get their offensive play running quickly. Might stop the prevalence of quick counter attack longshots though, whether that is a good thin or a bad thing I don't know.

Messy wrote: ("Messy scores with a DavidM")

\o/ I LOVE that move :D
(Scoring with a bug claim shot :D)

Ontopic, I'm not sure if that is possible to implement. Would need to do something like log the previous states or locations of the ball, and match them up to a predefined list.
Last edited by -plær- on 05-01-2004 17:22, edited 1 time in total.
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Messy
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Post by Messy »

How about if you use 'bug' and it's a goal --> Davidm ;x

And if you first hit a trigger like the backwall (or sidewall) and then ^volley^ it in ---> Dunno what those are called anymore ;) I know the sidewall thing was my signature trick tho ;p


..you know..etc. :o Can't be all that hard right? >_<
Hoju
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Post by Hoju »

I guess it all depends on your vision of slamball and how close to the actual game you want to make it. I'm just throwing some ideas out there
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Messy
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Post by Messy »

And bless u for that \o/

edit: omg i can't believe i used the b word.
Fooman
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Post by Fooman »

Any word on this being packaged in with db 2.0? The map has become real popular in NA lately and I think it would get more play if it were installed when people install db 2.0.
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-plær-
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Post by -plær- »

As cool as that would be, it would never happen, because slamball is written as an extension to db. So I would need the 2.0 to begin with. I doubt very much that I'd be allowed to see the sourcecode before it is officially released.

I *will* make a version for 2.0, you have my guarantee on that, and 1.9 and 2.0 are so different (code-wise) that it will be a complete rewrite.
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