Page 1 of 3

Review #7 - DB-Slamball

Posted: 03-12-2003 17:34
by Armagon
It's about time I reviewed another "purely for fun" map, and this is it. DB-Slamball by Plaer is one of those maps that totally changes the gameplay aspects of Deathball, which in my honest opinion, is just what DB needs at this point.

Screenshots
http://www.gameservers.net/newsimages/1072981700.jpg
http://www.gameservers.net/newsimages/1072981687.jpg
http://www.gameservers.net/newsimages/1072981676.jpg

So what's the map like?
Slamball is a popular sport in America, which is very similar to basketball. The difference is that at each end of the court there are three trampolines which the players can use to reach the hoops high up in the air, which made for some insane slam dunks. Plaer felt inspired to make this map after seeing the sport in the US.

That pretty much describes the basic layout really. At either end there are two hoops, with three trampolines on the ground around them. In order to score you must launch yourself up with the trampoline so you can get a clear shot. All three trampolines lie inside the penalty zone, where the keeper should always be on the watchout.
The map is relatively small, so it plays best with 2-6 players as Plaer himself suggested.

Some may worry that a keeper would just sit on the hoop so nobody could score, but fortunately this isn't the case. Plaer had sense enough to make it so that the keeper is immediately forced off the hoop whenever he tries to land on it. What this does for gameplay is increase the keepers need to time a shot at an attacker. For attackers it's all about getting close enough to the hoop to have a clear shot, and the only way to do this really is to use the trampolines to your advantage. In addition to this, if an attacker tries to sit on the opposing team's hoop he will get gibbed, this is to prevent cherry picking. This on the whole makes the game a bit more hectic, and a whole lot more fun.

Visuals of the map are good, quite a few nice custom textures can be seen that certainly add to the Slamball feel of the map.

Some may find the framerate a bit heavy on this map. I found it to be roughly the equivalent to November, though when I turned the world detail down the performance improved quite a bit. Most systems should be alright to handle it, unless your video card is pretty out of date.

Pros
- It brings a whole new style of play to DB.
- Lots of fun.

Cons
- Some people may find it a bit heavy on the framerate.

Overall
Graphics 8/10
Gameplay 8/10

Not really an ideal league map, but this would be a lot of fun for the pubs because it's just so different. Thumbs up for this one Plaer. :D

But wait, there's more!
Plaer has coded a simple gametype just for this map, which basically gives DB-Slamball its own scoring system. Normal shots from the enemy half are worth two points, normal shots from your own half are worth three points, volleys are worth three points, and slamdunks (when you successfully drop through the hoop with the ball, without getting gibbed) are worth three points.

You can grab DB-Slamball (and its gametype) here:
http://www.ecs.soton.ac.uk/~jdsg102/SlamBall.zip

Posted: 03-12-2003 22:22
by Messy
map pwnz >_<
So I voted yeah, because i couldn't find Hell Yeah! ;p

Anyway..u forgot to mention the leet .u that changes the rules n messages a bit so u get 2 points for (extremely hard) volleys :D

Yeh plaer pays me =\

Posted: 03-12-2003 22:32
by Armagon
Heh, if the volleys are extremly hard that's probably why I didn't know about it. ;)

Posted: 03-12-2003 23:12
by -plær-
\o/ thx for the kind words arm
New machine is not behaving with Ued, but I'm gonna have another go rebuilding it, and get some stabililty. Won't be for... *counts*...two weeks though.

Posted: 04-12-2003 10:45
by -plær-
also, I don't seem to have a copy of the latest version on this machine, or any servers it was hosted from. Will attempt to grab the last-known copy from the remnants of my old hard-drive this weekend.

Posted: 04-12-2003 13:29
by Onge
And don't change it so I can't score from my own half! That's the only thing I could do right on that map!

Posted: 04-12-2003 17:00
by Ars3h
onge wins o//

Posted: 04-12-2003 18:40
by Armagon
*Looks at current poll standing*
Gee, I wonder if this map will be going in the pack?

Posted: 04-12-2003 21:35
by -plær-
woo yay 10-0 atm \o/
I spent the last hour rebuilding my old hard-drive, and managed to pull out the last-build of the slamball map.

http://www.ecs.soton.ac.uk/~jdsg102/DB-SlamBall.zip

This is *newer* than the one Armagon reviewed.

Skybox is completely new, and a few other bits and pieces. are changed. Some of you may have this version already.

Next on my evening schedule is to rebuild my old machine. Maybe I'll get a chance to start playing around with the map and the code again this weekend.

Posted: 05-12-2003 13:44
by Twigstir
Very interesting map. Nice job.

All the DB_RadarObjectPost actors are a huge drain on performance. Select all those actors and delete them. Hit play map and check out the difference in FPS.

Posted: 05-12-2003 14:43
by -plær-
so...post noises or performance :/
decisions decisions...

Posted: 05-12-2003 15:26
by Armagon
He didn't say the post noises, he said the DB_RadarObjectsPosts. These are what you placed around the trampolines so they could be seen in the vicinity radar. In a normal DB map, only four would be required (two for each goal), but you've used quite a lot. I would leave the ones aroud the hoop maybe, but the ones around the trampoline should go.

Posted: 06-12-2003 04:53
by -plær-
ah my bad...
maybe i'll reduce them to four points around each tramp.
it really gets annoying when you just randomly bounce into the air unexpectedly...

Posted: 06-12-2003 05:33
by Requiem``
tried it a while ago, was pretty fun :p

Posted: 06-12-2003 16:45
by Armagon
it really gets annoying when you just randomly bounce into the air unexpectedly...
Actually I find that rarely happened as long as I kept my eye on the radar. I never use the vicinity radar, I feel it obstructs my view.