Super Pipeball

Discussion in 'Map Factory' started by The Asylum, Apr 2, 2009.

  1. The Asylum

    aa The Asylum

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    NEW AND EXCITING; SUPER PIPEBALL! Featuring all the Pipeball goodness you know and love, only..... SUPER! Garunteed no less than 5 "that's what SHE said!" jokes made per round or your money back!*

    Somewhat new and somewhat exciting: super_pipeball_a4!

    CHANGES FROM A4:

    -Totally new spawn system w/ teles
    -Endzones have been rehauled too in accordance with spawn rehaul
    -New aformentioned teles can send you to either the middle of the rink or to the enemy's endzone
    -no more 40 second respawn times yay
     
    Last edited: Aug 14, 2009
  2. frothy

    frothy L2: Junior Member

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    Just played this by myself cause I was really curious as to how this whole thing worked. From what I saw, it seems like it'd be a lot of fun with a group. The only thing I noticed was that if the ball rolls into you or you walk into the ball, you're stuck untill you get out of the ball. I'm not really sure how you'd make the ball solid, but it'd be a nice little fix.
     
  3. The Asylum

    aa The Asylum

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    That's the probem with using func_physbox objects with a game that it wasn't built for or fully support them. AFAIK there is no way to remedy this.
     
  4. GrimGriz

    GrimGriz L10: Glamorous Member

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    Might talk to the billiards guy...he's got rolling balls that I dont remember getting stuck in
     
  5. Owlruler

    Owlruler L12: Fabulous Member

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    couldn't you parent a func_brush with playclip to the func_physbox?
     
  6. The Asylum

    aa The Asylum

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    I've tried that too- the brush even passes through world geometry too :/
     
  7. GrimGriz

    GrimGriz L10: Glamorous Member

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    This was really fun....but I didn't get the 'pipe' thing. The ball was on the ground allatime.
     
  8. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    The goal is the pipe on the ground.


    Just a random thought, but what if there were some kind of pillar in the very center of the map?
     
  9. Delusibeta

    Delusibeta L3: Member

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    I played it in the gameday, and it's probably the best fun I've had on a TF2 map for quite a while, even with 300 ping.

    Just one small moan: the poles on the exit of the spawn rooms. Is there any way you could replace them with some sort of clipping block for the ball?
     
  10. The Asylum

    aa The Asylum

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    That's the same dillema I had with the original Pipeball. Yes the func_vphysics_clip brush blocks the ball, but it also blocks the Demoman's 'nades and the Sandman ball. I figured a good ol' prop or block would do the job of keeping the ball out of the spawn room just fine, and not have everyone going "WTF did my grenade bounce off of?"
     
  11. Delusibeta

    Delusibeta L3: Member

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    Well, how about using a door as well as clipping. Stick on one of those invisible no entry signs that block the enemy from getting into your spawn room to explain the occasional odd bounce.
     
  12. The Asylum

    aa The Asylum

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    Of course then with that idea, you've also got to account for nades going OUT from the spawnroom into the rink, door being held open by the Demoman in question.

    Still though, that's a good idea. If all ese fails I may fall back onto it.

    But for now, may I present Super Pipeball, a3! *updates link*

    NEW AND EXCITING; SUPER PIPEBALL! Featuring all the Pipeball goodness you know and love, only..... SUPER! Garunteed no less than 5 "that's what SHE said!" jokes made per round or your money back!*

    CHANGES FROM A2:

    - Fixed bug where the ball would get stuck in the dispenser after the scrim
    - Added two posts on the rear of the goals. These keep the ball in the lateral center of the rink, keeping it "in play" if the ball goes running along the back, and to help the teams score a little easier.
    - Lengthened respawn time a teeeeeensy bit to ~8s
    - The ball is now a nice yellow, so it doesn't blend into the background.
    - Added a "Cage" in the middle of the rink, to keep the game from degenerating into Solder/Heavy/Sniper fests. Speaking of which....
    - Our old friend, the Black Ball, returns from the original Pipeball! Yes, he will be released from the cage in the event of a 2-2 tie, and yes, he will kill you on contact.

    *you don't pay anything to d/l super pipeball anyway
     
  13. The Political Gamer

    aa The Political Gamer

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    I am pretty sure that FLOOR_MASTER would love this map on the 2fort2furious server, this is the perfect surprisechip! I will PM him about it.
     
  14. The Asylum

    aa The Asylum

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    shitshitshitshitshit forgot some very important things. Updated with a3rc as of now
     
  15. captainAngry

    captainAngry L7: Fancy Member

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    Played this one last night. Had a lot of fun. I will most likely move this over to my funMap server just because of the game mode but it should be pretty popular over there.
    [​IMG][​IMG]
    [​IMG]
     
  16. captainAngry

    captainAngry L7: Fancy Member

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    Big problem. The dead ringer can get you past the pipe on the floor. Once this was figured out, we had half the server hanging out under the map and not doing anything productive.
     
    • Thanks Thanks x 1
  17. The Asylum

    aa The Asylum

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    Fixed. Introducing, Super Pipeball a4!

    Somewhat new and somewhat exciting: super_pipeball_a4!

    CHANGES FROM A3:

    - Goalposts have been changed to just one in the middle of the back of goal pipe. This should aide in "wraparound" goals.
    - Exploit involving the Dead Ringer has now been fixed. Sorry Mr. Spy, you must be useful to your team now.
    - Various playerclip issues have been addressed, including Scouts pipehopping onto the board bouncers.
    - Due to the increased "deathmatch" feeling, respawn time has been bumped up to above default. What, you want to win? Then stop dying. Besides, you all respawn once a goal is scored.
    - Speaking of respawn times, once the Black Ball comes out to play, respawn time is ~30 seconds- a pseudo Sudden Death. All the more reason for you not to fuck up. I mean, when you play a game, you kind of expect it to end sometime, you know?
    - Engineers have recieved a huge nerf. The red/blue lines that previously served no purpose? They do now, bumped up the rink a bit with a nobuild brush covering everything behind it. There's still the cage to protect you, so stop whining.
    - Spreaking of the cage, it's now clear, so you can clearly see the other team's goal. People actually wondered what they were supposed to do with the ball. I know, I didn't believe it either. I've even seen people hit the ball into their OWN goal. Gameplay issues I can fix. Dumb teammates however, I can only do so much.
    - Speaking of dumb teammates, if either of the Scrim Targets aren't destroyed within 30 seconds of the round start, a freindly, courteous message will pop up. Mmmmm, sarcasm.
    - And most importantly, I've finally caved and used a physics clip brush on the respawn doorway. You'll be able to get in and out easier now, though Demos spamming nades from spawn will be hindered. Not that that's an entirely bad thing, mind you.
     
  18. The Asylum

    aa The Asylum

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    Well here's something interesting.

    I've received a few requests for an all-Black-Ball version of both Super and the original Pipeball. (Moreso for the oldskool Pipeball for ETF2L, which they loved). After sending them Pipeball Championship Edition (with all BB's, which I may link to here, depends if you guys really want a competitive 2v2 feeling map here), I began to wonder, "what if all-black was standard?"

    Like, there would be no "super_pipeball_championship_edition.bsp." Just Super Pipeball, all black insta-kill balls.

    Just throwin the idea out there.
     
  19. Blooper4912

    Blooper4912 L1: Registered

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    Yes. That would be amazing.

    Also, I can't seem to find the download link for a4. Did you upload it or am I just completely blind?
    Edit: I found the megaupload link after viewing the page source. You should probably host it here instead.
     
    Last edited: Jul 17, 2009
  20. DrHaphazard

    DrHaphazard L5: Dapper Member

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    I'll be honest, i was highly skeptical about this map, but it was actually a whole lot of fun.

    The only question in my mind was about the respawn time. 30 seconds seemed to be the norm altho one person mentioned 50 seconds. As we discussed that might make the game more fun, since it gives people an incentive to stay alive as an undermanned team is basically doomed. However many people might complain about it that are used to mindlessly rushing the other team and respawning 10 seconds later.

    Perhaps 20 seconds might be better, a compromise between having an actual penalty for dying but also accomodating people that want to be back up quickly. Heck perhaps even 25 seconds would be better.

    In any case great concept, and like someone else said on here, one of the best times ive had playing tf2.

    Oh, forgot about my other concern, spawn camping. Not only can you spam the exit but you can pretty much get stickies all inside the actual spawn room. That seems a bit much to me. I would perhaps elevate the actual spawn part and give each room two exits out. Say one down below like you have and one up above kinda over the hole. I would also try and give the spawn room a window so they can both immediately tell if the ball is about to score in their goal and also to see if theres some spawn camping occuring.
     
    Last edited: Jul 18, 2009