Fixed Map name in ZIP FILE. For all who already downloaded it, please rename DB-Orbitallity.ut2 (was the "first" developing name) to DB-Orbitally.ut2 or just reload the zip again. It's just because of the redirection server
Update:
- Added glasern wall behind goals
- fixed texture and clipping issues
- lines and penalty zones
- post/bar sounds
- radar
- camera
Description:
Parts of the original CTF-Orbital2 map rearranged to a complete db field. The blue and red flag room are connected to the gamefield area. Look @ the screens
P.S. Maybe the "ramps" infront of the goals must be removed cause it can be annoying for some guys in here that ball will be deflected high into the air .
Last edited by UnrealKrake on 14-10-2003 23:15, edited 1 time in total.
Oh no sir, something like this is not gonna work with deathball. You need open flat stuff, without obstacles. Something like this would just be annoying after 2+ minutes. I couldn't even play a pass overt the wall since I do not know in what direction it bounces off.
maybe he saw the pics that uk posted...but anyways he's kinda right here, the walls are not flat and there are static meshes sticking out everywhere which basically means =
DavidM wrote:
Oh no sir, something like this is not gonna work with deathball. You need open flat stuff, without obstacles. Something like this would just be annoying after 2+ minutes. I couldn't even play a pass overt the wall since I do not know in what direction it bounces off.
DavidM wrote:
Oh no sir, something like this is not gonna work with deathball. You need open flat stuff, without obstacles. Something like this would just be annoying after 2+ minutes. I couldn't even play a pass overt the wall since I do not know in what direction it bounces off.
oh f**k off, let the guy map what he wants, the map will be fun, some people are fed up of playing in cubes u know
It's hard to tell from the screenshots how it would play. I would like to see a beta, even if it's rough, to get a better feel for how it would play. It looks interesting.