Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: jitspoe on November 11, 2008, 09:28:49 AM
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Well, I didn't have much time, but this is what I came up with. I'm still trying to fix the lighting, but I've managed to come across an error while lighting at a higher quality that I've never seen before:
************ ERROR ************
trian->numpoints == MAX_TRI_POINTS
Update: Beta 2 here: http://dplogin.com/forums/index.php?action=dlattach;topic=15326.0;attach=5453
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It looks like a quake 3 map
Well done!
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Online @ OTB pub and match servers :)
Rent: www.otb-server.de
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Looks good and interesting :P
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Nice, I would never recognize that as a DP map.
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Its time to fix this :P
http://dplogin.com/dplogin/featurevote/feature.php?id=10097
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Reminds me a map from NOLF (I think) where it was a series of rocks in space and you had to use a grapple to get between them.
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OMG YOU SAID GRAPPLE!!!!!!!
+1
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You may want to check your bsp, I think you may have left a random spawn in the middle of the map by the pong ball. I love how it looks, and this map should definitely win the "Space" theme requirement considering it's the only one that looks like space.
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You may want to check your bsp, I think you may have left a random spawn in the middle of the map by the pong ball. I love how it looks, and this map should definitely win the "Space" theme requirement considering it's the only one that looks like space.
Ah, good catch. I removed it when I mirrored it, but only for one side. Compiling beta2 now with some better lighting now that I finally got rid of the error I was having (Tip: use sky textures for large triggers as they don't need to be lit).
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WOW. This looks stunning. I have to say that playing pong in space is just tons of fun. I could see this being popular in pubs like OTB soccer. Keep up the pr0 texture work :D
-Cusoman
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Removed the middle spawn and improved the lighting. I wanted to have lots of little platforms with jump pads that the ball would land on and such or that you could fall to if you missed the main platforms, but I didn't really have time, plus I think I've about hit the limits of the compilers as it is (and r_speeds are pretty rough, too), so I don't know if I can do much more. Perhaps I could do a similar theme with a completely different layout for spaceballs2 that relies more on going platform to platform.
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Looks great, but you might want to change the name to avoid any confusion as 'spaceballz' is a map by Cookie if im not mistaken?
Not sure how well this is going to play if im honest, but awesome effort anyway.
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Wow! Very very very nice map. Where do you get your ideas?
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The plasmalight texture is too fast.
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Looks great but I find it quite difficult to score.
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There doesn't seem to be enough room for alot of players on this map and if you have to use those "circle things" to get the ball to the base, it would be quite easy just to stand infront of them, bouncing the ball off the map.
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There doesn't seem to be enough room for alot of players on this map and if you have to use those "circle things" to get the ball to the base, it would be quite easy just to stand infront of them, bouncing the ball off the map.
Yeah - you'd have to have somebody on your team on the other end to pass the ball to and fend off enemy players. Not sure how well it will work in practice since I haven't been able to play test it yet.
Looks great but I find it quite difficult to score.
I was thinking of adding some trigger_pushes in the scoring area to "suck" the ball in. That might help.
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I have a problem with the spwans. If i spawn, i go up and down and up and down... very fast. Its over, if i walk a little bit. I want make a demo from this, but in the demo is everything fine.
And this:
------- Server Initialization -------
mapname: beta/spaceballs_b2
Bad field -> mesage == Balls in Space! (pre-beta)
==== PB2 InitMatch ====
bad GAMETYPE, unsupported - 1 not in 64
== Map Loaded: beta/spaceballs_b2 ==
===== Pong =====
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The bouncing up and down on spawn is actually a code bug, not a problem with the map. I've fixed this for the next release. I didn't even realize it was there until I tried playing the map on an older server. There's also another code bug (ugh!) with the trigger_push at the end of the blue warp tunnel. I think this was fixed in the build 24 release, but it kind of makes the map really unbalanced/annoying with old builds. I might be able to work around that one at least.
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Made the pulse lights look cooler.
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Ooh, nice.
I think this was fixed in the build 24 release, but it kind of makes the map really unbalanced/annoying with old builds. I might be able to work around that one at least.
Axe backwards compatibility maybe?
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Axe backwards compatibility maybe?
+1111111111111
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The bouncing up and down on spawn is actually a code bug, not a problem with the map. I've fixed this for the next release. I didn't even realize it was there until I tried playing the map on an older server.
I've tested the map with the b24 pretest. So i think it wasn't an old (home)server.
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Ive played this map a couple times on 3iob server. i like the idea of the map and fun to play....just need to fix the bugs =/
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Oh yeah I'm sure some trigger_pushes would fix that up.
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I've tested the map with the b24 pretest. So i think it wasn't an old (home)server.
The fix hasn't been released yet.