New Submission: pipeball_a2

Discussion in 'Maps' started by The Asylum, Nov 9, 2008.

  1. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Downloads: A new file has been added by taotd:

    pipeball_a2
     
  2. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
  3. Guyovick

    Guyovick L1: Registered

    Messages:
    11
    Positive Ratings:
    1
    The ball seemed to spend most of its time in one of the side hallways. The ball was able to go into the red spawn. Blue players were able to go into red spawn. the gates along the back wall didn't open for one of the rounds.

    Please add some sort of point indicator. I assume a team won the round when they shot the ball into the opposing sides hole 3 times. Although it is hard to tell because nothing informs the player when a point was scored or how many points a team has scored.

    It would be nice to have some sort of arrow indicating where the ball is. If a ball gets stuck in the side hallway. Spawning players won't be able to easily find it and the map turns into a team death match for a while.
     
  4. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    143
    Being there, you heard most of the feedback. For a "gimmick" map, I found it surprisingly enjoyable. The obvious suggestions are the ones that limit those side hall ways and restricting spawn access to 1 team with a visualizer. Still, I liked it a lot, good work :)
     
  5. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Yeah sorry about the epic spawnroom fail. </idiot>

    I've already begun work on the next build, and the problem with the ball getting stuck in the hallways is fixed with a func_vphysics_clip.

    As for a "scoreboard" in the HUD, i discovered that you can't have two game_text entities displaying their respective text at the same time. I had also tried to use the CP hud (have 4 neutral CPs off-map and keep the 4 squares on-screen, setting a team ownership to co-incide with a team scoring a point). And aside from that not working either, I thought it'd be a little confusing, with people looking for control points. instead. So I did the next best thing:

    [​IMG]
    [​IMG]

    If they dont' know the score now, they're blind.

    As for a ball indicator, I tried parenting a brifcase to them, but then I thought I'd also run into the same problem with the CP hud. The only other idea I had was parenting a prop_dynamic of the neutral CP hologram to the balls, but they rolled too with the balls. So I figured, if the balls won't get into the hallways or spawns anymore, the only other place I can think of where they'd "hide" is behind the team barriers. And even then they'd be easy to spot.

    Also added: Black ball doesn't fly all over the place now. It kills you on touch.

    Next release may or may not be a beta, depends on how my other TF2 community likes it.
     
  6. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    143
    I take it the trigger brush in that screenshot is the clip for the balls? If so, what happens if it flys up and gets behind it?

    Finally, might you be releasing a prefab for this? Just seems like it'd be a fun make to make pretty quick like.
     
  7. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    ^^yeah that's what the trigger brush is. There's trigger_teleports below the map so if a ball goes up and over the walls it's teleported back to the ball dispenser

    Prefab? I guess I could.