[WIP] Pipeball- final release either soon or right now

T

The Asylum

Apparently, everyone just loves Pipeball.

Taking into consideration the little gripes I got in today's Gameday (and explaining why I can't fix some of them), I feel that Pipeball is pretty much ready to go now. Some screens illustrating the changes from b1:

pipeball02pu9.png

Slanted goal shields! By suggestion, these will help keep the ball in the middle of the field, and therefore always moving. Small health and ammo are still behind the shields

pipeball03bl1.png

Removed the vphysics_clip brush in the hallways which sucessfully blocked the ball- and the Demoman's nades. Replaced with posts. Keeps ball out, lets nades in.

pipeball06vp8.png

Also went Nodraw-happy on the non-visible brush sides. y helo thar optimization

pipeball04kb9.png

BONK

Well?
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Its simple yet fun, I like it. The gameplay works well.. The only comment I have for it before you make it final is make some custom textures for the scoreboard to replace the blocky ones and zero's with some nicer ones, make it a dynamic too so each number doesnt need its own spot.
 
T

The Asylum

I was trying to go for the 1970s Rollerball charm with the scoreboard, but oh well.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I still think you can do the lower score board with only 3 CPs, rather than 4. Also, there are some places you can do visual touch ups, like the slanted barricades in the center (the supports need to have their textures rotated 90 degrees). Finally, I just got curious about this last night, and I'm sure theres nothing you could do about it, but if a demo shot nades off the side of the map, into the teleporter for the ball, what would happen? Great map, something that makes for a fun break away from the normal stuff.
 
T

The Asylum

Finally, I just got curious about this last night, and I'm sure theres nothing you could do about it, but if a demo shot nades off the side of the map, into the teleporter for the ball, what would happen?

The Demoman's nades have a 4-second fuse, and the tele triggers themselves are pretty far below the map itself. Even if a nade did manage to touch the triggers within 4 seconds of firing, it would be teleported inside of the ball dispenser and explode. So unless someone somehow got inside of the dispenser (impossible thanks to playerclip brush), the nade would go off harmlessley.
 
T

The Asylum

^^^haha disregard that i suck cocks

Apparently the Demoman's nades aren't physics objects after all; they're just affected by the vphysics_clip brush. Weird.

ETA: Here's what will probably be the final design for the scoreboards:

pipeball02lk5.png


pipeball01qz1.png


I like my Rollerball charm, dammit.

Textures on the RED's goal shield are fixed, added a bit of delay before the second goal fires the win output (to fill in the center CP square to let the other team know that they done fucked up)

If that's it then, I'm packin 'er up and shipping her out.
 
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Memento Mori

L2: Junior Member
Mar 25, 2008
61
11
The shadow underneath the middle looks really wierd, maybe clipping a hole for a light to go in would fix it.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
shadow actually looks good to me. looking forward to putting the final on the server.
 
T

The Asylum

Final?

Oh right, I already did that. I just completley forgot to tell you guys.

brb, uploading
 
T

The Asylum

Yup, Sarge has it. Just bug him to put it on, as it's not in regular rotation.