Got ideas?

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B4GZY
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Got ideas?

Post by B4GZY »

I am experimenting with maps at the moment and i am desprately trying to come up with a really good original DB map.
Please post suggestions or email me.

Thanks :D

-B4GZY
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MeSSiaH{FCU}
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Post by MeSSiaH{FCU} »

so..got an idea yet? :p
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UnrealKrake
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Post by UnrealKrake »

Just got an idea, but not the knowledge to work my idea out. I thought of it while i worked on DB-Rotatorcube.

DB-Tube
Location: "space", maybe a space station with glasern boarders
Structure: as the title says, a long cylinder
Gimmicks: Rotating boarders (or skybox) outside the windows to give the impression of no gravity.
Rotating Penalty Zones (connected with that rotating goals :-P)

Two problems which i didn't got rid of:
1. Rotating warpzones for the penalty zones rotation effect
2. Warpzones can't be used with skyboxes

So i deleted this ideas out of my memories, even if i had got rid of these problems, noone would have played it, as DB-Rotatorcube shows.

But maybe this one is an idea which you want to use, i have some more, but these i won't say :-)

Greetz Krake
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jet2lag
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Post by jet2lag »

think many mappers had the idea of manipulating gravity.

i wanted to do something like krake, a bit diffrent, but also could not do that.

i'm a mapper n00b but probably someone can aswer that:

is it possible to make (script) "actor-rotate-zones" so that changin gravity would flip the player actor.

or can we use the spider-value from actors out of a map?
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UnrealKrake
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Post by UnrealKrake »

jet2lag wrote: think many mappers had the idea of manipulating gravity.


true true, but is impossible without coding ... and i'm so sad i can't :(
jet2lag wrote: is it possible to make (script) "actor-rotate-zones" so that changin gravity would flip the player actor.


I tried to let the wall (texture) infront of the warpzone rotate -> no success
I tried to attach the zone info to a rotatin mover -> no success

Tricked this problem in my map DB-Rotatorcube, but movable (warp)zones seems to be impossible

i've seen a mutator for UT99 called "UT-DynamicGravity" which allows players to switch the gravity in a zone between two values. That's not the effect i wanna use, and i'm not sure if the player would be placed the right way (think of the fact that players would walk on their heads or glue with their heads on the ceiling :P)

:rolleyes:
Last edited by UnrealKrake on 05-09-2003 12:42, edited 1 time in total.
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jet2lag
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Post by jet2lag »

and what about this spider thing? (matrix moves [monkey matrix?] are made with that i think)
any coders here?
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jet2lag
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Post by jet2lag »

what about something like this?

i don't know if this would totaly fuck up the game ...

perhaps give it a try? - tell me :)

[don't know it there allready is a map like that - tell me if so]
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UnrealKrake
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Post by UnrealKrake »

Mhhhh, interesting :), but

Seems that i'm too stupid to understand, but am i right that you can score from both sides of the goal. \o/
If so, it will be very hard for a keeper to keep, even if there is a door between both sides. :) Maybe it is better that the side of the goal in which you can score switches after a special event (using a mover which covers one side and flipping after some time)!?

Does the wall in the midfield split the field into two halfs or is there a gap @ the ballspawnpoint ??


Another Idea maybe is adding a wall which rotates around the privot located @ the ballspawnpoint seperates the gamefield into only two game halfes instead of 4(makes it more interesting, when gamefield structure changes after every goal, doesn't it) ?!

Just wanna add some thoughts, :)

So Far,

Greetz Krake
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jet2lag
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Post by jet2lag »

yes you can score from both sides.

BUT - because of the wall you should not be able to quick pass the ball to the other side (perhaps only with a banana). so keep should have enough time to switch position.

and yes in the middle of the field you can change "sides" - (uhm up-down i mean (red-blue is left-right) [from top view])

the only hard thing for the keep is the pass-shot i think when an attaker is at the other side. (defence where are you ... :P)



eeeedit: posted to fast lol
nice idea @ pic
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UnrealKrake
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Post by UnrealKrake »

Another problem is that players which are behind wall will be inside the pass-lock system and can be passed, means irritating passes on the wall. Maybe it will give us some nice volley setups O_o
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jet2lag
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Post by jet2lag »

bad or good that's the question :D

but as attaker you have allways to face the problem that the guy "behind the wall" is kinda isolated. (well from the attak)
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UnrealKrake
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Post by UnrealKrake »

What about "DeathBowl" as idea for a map O_o
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MeSSiaH{FCU}
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Post by MeSSiaH{FCU} »

o/ that wud be simple and funny krake :D

But do finish rotatorcube :( i want to c it move/rotate yay \o/
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f1end
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Post by f1end »

What about a map that looks like an old platform game that uses blocking volumes that allow the ball to pass through, but not the players...
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UnrealKrake
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Post by UnrealKrake »

Mhh.... idea sounds good.

To hold the image of an old platform game, it should not be 3D !?

In Connection with the 2D mutator, it would be a new gametype (but surely not be deathball -> some sort of bombingrun) cause ball would fly in one area and keepers can't strafe.

If we would use 3D technique, how would the platforms be connected ??? Reaching them with teleporters or simple JumpPads ?

Players die when reaching the floor / ceiling ??
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