DB-RotatorCube
Posted: 18-07-2003 11:36
Hehe, i got another (wicked) idea. Just a planar gamefield looks to easy ??? Let's do it in 3d
. One Word: DB-Rotatorcube. Walk on walls and the ceiling inside a cube
And the clue. The Borders will rotate... Sounds sick. Look@ the screens. Just an idea but it works better than i thought. So if your interested, i will continue my work (like always
) It's hard to continue developing because if you test this map a while, you get a brainlag 
DOWNLOAD BETA V0.6
DB-RotatorCube V0.6 (delete .lol extension)
Someone please help me with creating a script to deactivate normal "Deathball icons"...
If you think the icon bug sucks, click "configure radar" -> and deselct "beacon"
Status report:
Teleporters: Fixed
"Spammy" Hardware: Thinkin of solution
Map size: Need to be tested
Goal post markers: Fixed
Flickering errors: Fixed
Radar bitmap: Not yet
HUD Icons: Not skilled enough need help plz
Light Spots @ the middle support: Not yet
Complete Lightning: To be done
Goal Events: Thinkin of special ideas
Frame Rate improvement:Not yet
Changelog:
V0.6
- again replacing the teleporter system with another idea... but this time, it should run smooth and you should not be possible to "cross-teleport" ... PLEASE TEST IT
- starting to fill empty spaces of the map with stuff
V0.5 (see V0.4 but no crashing)
- had to rebuild the whole teleporting system in this cube because my UT always crashed when using my scripted "no-lag" teleporters (the spawn effect is deleted), hope they will work online (didn't had the chance to test them online).
V0.4 (not released cause of paincausing crashes):
- Replacing teleporters with effectless teleporters
- some player's had problems with the Telescreen, fixed ...
- removed many clipping holes
- getting the cube rotating (texrotators are used)
V0.3 (Latest version):
- most of the teleporters now working (some are still bugged but you dont stuck so often as in 0.2)
- Fixed Blue Blocking volume
- made some High detail static meshes to increase FPS
- decreased Lightning just because of better orientation (set Dynamic lightning on, so you will see the ball better)
- beta botpathes added
V0.2
- "Irritated Camera" - > Retracked camera
- Smoother area changing by using teleporters instead of single warpzones
- beta radar added (not nice bitmap, but just to test and it works better than i thought
)
UPDATE(D) Shot(s) "From Version 0.4":
"How to make the level more attractive ???"
"View from the ball spawn point"
"Rotatorcube Sideview"
"Rotatorcube >Goal-boarder<"
"Just another one"
Outdated Shot(s), showing the developing process
:
"Rotatorcube V0.2 ingame"
"Ballpeak/playername bug"
Frontview with BETAradar
Frontview with radar
Radarview2
"Too big for HUD I Think ;-P
Sideview of the new cube
Goal Spot added
"Front view" of the cube
Begin of rearrangment of some parts in the map
Front view to the two goals
Part of the DB Live TV and the "Goal Spot Light"
Getting the Rotatorcube rotating
I'm very close to get rid of the lightning problems
Added the Lines to gamefields (shows clearer the structure of the map i think)
Red side
Ball spawn point side
Blue side




DOWNLOAD BETA V0.6
DB-RotatorCube V0.6 (delete .lol extension)
Someone please help me with creating a script to deactivate normal "Deathball icons"...
If you think the icon bug sucks, click "configure radar" -> and deselct "beacon"
Status report:
Teleporters: Fixed
"Spammy" Hardware: Thinkin of solution
Map size: Need to be tested
Goal post markers: Fixed
Flickering errors: Fixed

Radar bitmap: Not yet
HUD Icons: Not skilled enough need help plz
Light Spots @ the middle support: Not yet
Complete Lightning: To be done
Goal Events: Thinkin of special ideas
Frame Rate improvement:Not yet
Changelog:
V0.6
- again replacing the teleporter system with another idea... but this time, it should run smooth and you should not be possible to "cross-teleport" ... PLEASE TEST IT
- starting to fill empty spaces of the map with stuff
V0.5 (see V0.4 but no crashing)
- had to rebuild the whole teleporting system in this cube because my UT always crashed when using my scripted "no-lag" teleporters (the spawn effect is deleted), hope they will work online (didn't had the chance to test them online).
V0.4 (not released cause of paincausing crashes):
- Replacing teleporters with effectless teleporters
- some player's had problems with the Telescreen, fixed ...
- removed many clipping holes
- getting the cube rotating (texrotators are used)
V0.3 (Latest version):
- most of the teleporters now working (some are still bugged but you dont stuck so often as in 0.2)
- Fixed Blue Blocking volume
- made some High detail static meshes to increase FPS
- decreased Lightning just because of better orientation (set Dynamic lightning on, so you will see the ball better)
- beta botpathes added
V0.2
- "Irritated Camera" - > Retracked camera
- Smoother area changing by using teleporters instead of single warpzones
- beta radar added (not nice bitmap, but just to test and it works better than i thought

UPDATE(D) Shot(s) "From Version 0.4":
"How to make the level more attractive ???"
"View from the ball spawn point"
"Rotatorcube Sideview"
"Rotatorcube >Goal-boarder<"
"Just another one"
Outdated Shot(s), showing the developing process

"Rotatorcube V0.2 ingame"
"Ballpeak/playername bug"
Frontview with BETAradar
Frontview with radar
Radarview2
"Too big for HUD I Think ;-P
Sideview of the new cube
Goal Spot added
"Front view" of the cube
Begin of rearrangment of some parts in the map

Front view to the two goals
Part of the DB Live TV and the "Goal Spot Light"
Getting the Rotatorcube rotating

I'm very close to get rid of the lightning problems

Added the Lines to gamefields (shows clearer the structure of the map i think)
Red side
Ball spawn point side
Blue side