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Messages - Nightmare

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1
Dodgeball Hell / 66 or 100 tick?
« on: August 05, 2015, 12:50:38 pm »
I'd appreciate if only Dodgeball players vote on this.

To those who are not familiar with the gameplay, keep in mind, Dodgeball is a game that is entirely NOT Lag compensated, Even if 100 tick is barely a difference, me, Preneesh, and Random have reported positive changes from 66 tick to 100 tick.

2
Dodgeball Hell / dbs_champion2_pa1
« on: July 25, 2015, 08:12:21 pm »
I can post screens if you need them.

But basically (in theory) this should play like the original Champ except with no walls, huge skybox, bigger map, and faster rockets.  Enjoy this Playable alpha!

Download: https://www.dropbox.com/s/0o751hg00ycvhmt/dbs_champion2_pa1.bsp?dl=0

3
Dodgeball Hell / dbs_mag_pyro_rc1e A.K.A. The Fuck TWC Edition
« on: July 07, 2015, 11:26:20 pm »
Changes:

Brand new skybox texture, no more overly bright blue and solar eclipses!
The map is beefier and meaner, beware...
I attempted to change the spawns around so there would be more of a choice for curving.
Took out the huge frogs behind the spawns and added a spinning frog in the Illuminati Pyramid.

Download: https://www.dropbox.com/s/wfvnpdwzb46v31x/dbs_mag_pyro_rc1e.bsp?dl=0

4
Dodgeball Hell / dbs_blackout_b1
« on: August 25, 2014, 01:32:37 am »
NEW MAEP!

Screens: Yes, those small blips in the moon are ROCKETS., Purple, Such death.
Map: Here.
Sounds: First, Second, Final Stage clips from Intelligent Qube (I.Q.) on the PS1.  Final Stage Background song is The Nature of Dying - goreshit.

The usual, big skybox, no fall damage, except new-ish Stage style gameplay as the team dies off.

First Stage: 50 MPH Spawns, 25% Accel, full damage
Second Stage: 65 MPH Spawns, 26% Accel, half damage (3v3)
Final Stage: 80 MPH Spawns, 28% Accel, 1/3 damage (1v1)

You should be healed after every stage.  Have fun guise. (Yes, totally not based off of db_blackhole whatsoever. <_<)

5
Dodgeball Hell / The Hitchhiker's Guide to Dodgeball Map Making
« on: August 03, 2014, 07:14:11 pm »
Preface

Most of the you here in the DB community have heard and known that I am leaving the game, potentially for good.  Nevertheless, I intend to make this guide to provide a basis for new DB map makers to spring forward, show the community their stuff, and continue the game mode forward by providing new and interesting content.  Note that this guide will provide very basic instructions on making simple maps and making them work.  Learning better design for a map should be learned ultimately be learned on your own time.  Anyway, lets get started!

Tools Needed

Team Fortress 2
Valve Hammer Editor - included with TF2 (steamapps/common/team fortress 2/bin)
Voogru Dodgeball FGD - Here.

Tools that are Optional

VTFEdit - Here. - For making custom textures if you need them.
GCFScape - Here. - For Decompiling maps with custom textures.
BSPSource - Here. - For decompiling maps to use in Hammer.
Pakrat - Here. - For packing in Custom Textures.

Make sure you have Java installed on your system to use BSPSource and Pakrat.

Step 1 - Visualizing Your Map and Preparing Hammer

A tip that Skibur first told me when I started out was to design your map first out on paper.  It entirely helped me out with how to apply it inside Hammer believe it or not.  Writing down your overall ideas for how the map will play will help out as well.  I do advise that what may be fun for you may not be fun for a majority, so ask around with fellow regular Dodgeball players for feedback.  Some of them may be assholes, but a few will give honest feedback.  Keep in mind the game mode you're going to develop for, as is the case with any map you should make even non-Dodgeball.

My tips for Speed Dodgeball:

 - Make the map have huge skybox space, as it will give the rockets/nukes more room to breathe.
 - Make the overall atmosphere of your map dark, as it will give better sight for the players to see the rockets/nukes.

I will mention more tips as I go along with this.

Now, lets prepare Hammer for Dodgeball compatibility.

I recommend placing a shortcut to Hammer on your desktop or somewhere else convenient for you, as you will be accessing it a lot in the future.  Open Hammer and select your configuration for Team Fortress 2. go to your options and add the tfadmin.fgd that we downloaded earlier.

Step 1
Step 2
Step 3

Now we'll be fully prepared to start a Dodgeball Map!

Step 2 - Roughly Designing Your Map in Hammer

For this example, I'll keep it as simple as possible, just a floating Orange-style Platform.  To do this, choose the block tool from the side bar and drag your mouse for how big you want that block to be.  For this example, I'm drawing the block to be about Red Court sized. On the right side, you can browse for different textures, look through them and explore them for options.  If you can't find a default texture to use or if its not good enough, try finding custom textures elsewhere or make your own (will be explained later on).  I typed in "dev" for the filter and scrolled through to find the Orange texture.  Once you're satisfied with the size, shape, and texture for the map, Press enter and your block will be drawn.  Next, click on the arrow for the Selection Tool to properly position the platform wherever you want with better precision.  I'm making the platform sit at 0, 0, 0.  This is the dead center of the world.

Sizing the Block
Applying the Texture and building the block
Arranging the Block

More later!

6
Dodgeball Hell / Map updates and other news.
« on: July 30, 2014, 11:37:51 pm »
Alrighty, first off, I have updated Rooftops2 and Mag Pyro.

Rooftops2_b4b - Map.

- Made the Garage Doors NOT solid (for real this time) (Thank you Neeshyboy)
- Made the planks easier to set off (like in the older version of Rooftops.
- The skybox is slightly beefier, to accomodate for Lamp's Girth.
- Set in a trigger that restores your HP to 175, so rocket jumping no longer has a drawback.
- Changed the 1v1 music from Metaknight's Revenge to Leave You Far Behind by Lunatic Calm.

Mag_Pyro_b5b - Map

- Fixed the purple lighting problem.
- Beefed up the skybox slightly.
- FROGS!

accelerator_b7 (I did not make this map) - Map

This was the one I was told by most older players this is the version of the map they remember, so here you go.

Lastly, congratulations to Preneesh for setting a brand spanking new Speed Dodgeball record! 1396 MPH on Rooftops2. Video below, enjoy. <3

www.youtube.com/watch?v=qPIKZq_KB0U


7
Dodgeball Hell / dbs_rooftops_b2
« on: July 10, 2014, 12:38:23 pm »
New download: Here.

- Made the triggers for the boards a bit longer.
- Fixed the incrementing speed on both spawners.
- The 1v1 Spawner has its own counter to differentiate from the normal spawner.

8
Dodgeball Hell / dbs_rooftops2_b1
« on: July 10, 2014, 01:35:02 am »
Due to popular demand from the test group I've sent this map to, I've decided on releasing this map a bit early. :D

Map: https://www.dropbox.com/s/0adyygvbney0spz/dbs_rooftops2_b1.bsp
Screens: Observer camera, 1v1 Spawner, My usual shit, Testing no fall damage, Success!, falling OFF the buildings, however...
Skybox: here.
Music/Sounds used: Yu-Gi-Oh! "Its Time to Duel!"
Meta Knight's Revenge - Kirby Super Star (SNES)

What to expect:
Regular Spawner: 40 MPH Spawns, 2 rockets will make spawn speed increase by 1 MPH, 23% Accel (like Tryhard)
*new* 1v1 Spawner: 60 MPH Spawns, same incrementing spawns, 25% Accel, Rockets take 3 hits to kill you.
No Fall damage when landing on the buildings.

Have fun! :D

9
Dodgeball Hell / dbs_mag_pyro_b4 and previews for dbs_river!
« on: July 01, 2014, 01:00:05 am »
Hellou everyone, hope you're having a good day/night and enjoying the new Dodgeball season!

Map: Map
Screen: Here and here.

This map is better tailored for the newer players!

Spawns: 30 MPH
Accel: 20% (compared to Obelisk's 30% and Tryhard's 23%)
And 5% to spawn a nuke.

Previews for my ongoing project: dbs_river! I do not have an ETA for this map, as I'll work on it when I please.

Screens: Observer Camera - Tall AF Skyscrapers - My Usual Shit

10
Map

Textures confirmed to work by Geno.

11
Dodgeball Hell / Summer of TTHK Map Update UPDATE Pack
« on: June 21, 2014, 11:18:49 pm »
I fucked up a lot, uploading fixes.

dbs_cagematch_b12b - Map

- Skybox has been raised and widened.
- Rockets can go through, but players cannot.

dbs_tryhard_rc1b - Map

- Spawner has been raised to spawner prop.

dbs_obelisk_b10c - Map

- Spawner has been raised.
- Incrementing Speed has been removed.

12
Dodgeball Hell / Summer of TTHK Map Update Pack
« on: June 18, 2014, 09:50:52 pm »
This is a bit of work I've done as of late.  I planned on releasing this stuff on the new season, but since Protocol jumped the gun, I may as well join him in spoiler mania. :P

Minor Edits:

dbs_cagematch_b12 - Map

- The cage walls now allow the rockets to pass through.

dbs_nuketoss_b7 - Map

- The skybox and lighting have been changed.
- Skybox is now beefier.

Major Edits:

dbs_obelisk_b10 - Map - Screens

- The Easter Egg room is back! But its been nerfed to have incrementing damage and the obelisk spawner will only launch one rocket at 100 MPH. See if you can figure out the new order. <3
- The annoying props have been removed.
- Skybox -may- be beefier.
- Spawns have been lowered to 41 MPH.

dbs_tryhard_rc1 - Map = Screens

- Spawner has been lowered.
- Platforms are more accessible.
- Triangular side walls have been added to the main platform.
- Rocket acceleration has been lowered (70-86-106-130-160-197-242-298-366-451-554-682-839-1032-1269)
- The map has more spotlights.
- The rocket's damage has been lowered as a means of protection from teamkilling/bad curving.

Enjoy the maps, Dodgeball Hell. <3

13
Dodgeball Hell / dbs_tryhard_b9
« on: June 11, 2014, 09:43:54 pm »
It finally happened, my first original map, this is gonna be a long post, so prepare.

Screens: Spawner View, Rocket Jump Fail, Skybox visibility, "scenic" camera, Shooting rockets through the middle, Train Damage
Map: Packed map, VMF for use in Hammer
Skybox: sky_starfield (Same Skybox as Bunnyhop)
Textures: Space Base textures

What to expect:

- 70 MPH Spawn Rockets (please don't votespeed)
- ENORMOUS Skybox
- Slightly larger than red court sized main platform.

My personal thanks to peoples:

Skibur - For helping me out and driving the motivational force in me to start mapping.
Sir Pew Pew - For making this kickass guide here.
Voidy - For testing my maps out numerous times and for not banning me when I said to.
The DBS Community at large - For their various inputs on what a good map is.

DB and TFDB versions of this map may be coming up.

Edit: Multi-Rocket Dodgeball version now available for testing - Here.
Edit #2: Uploaded fixed b8 version of dbs_tryhard.
Edit #3: Uploaded b9 version A.K.A. "Nightmare is a dumbass" version.

14
Dodgeball Hell / dbs_bunnyhop_rc1
« on: June 09, 2014, 11:33:09 pm »
I know I said I wouldn't do any more re-modelings of maps, but this one was LITERALLY asking for it.  So I went ahead and did this while I was bored one night.

Screens: "Scenic Camera", Train Damage, Testing of the skybox visibility.
Map: Map (now using Dropbox per request)
Skybox: sky_starfield

Changes:

+ Added in new skybox and natural light from skybox.
+ I split some of the platforms apart to make it seem like you're hopping a bit more.
+ Added in Blu/Red overlays on both sides.
+ Changed rocket spawn speed to 51 MPH.
+ Added in slow incrementer for more record variations.
+ Heightened and widened the skybox a bit.
+ Lowered the rocket acceleration slightly from 30% to 22%
+ Added in train damage after you fall off the map, good luck exploiting this.
+ Added in a "scenic" spectator cam.

Cheers!

15
General Discussion / Re: Grooveshark > FragRadio
« on: June 03, 2014, 08:36:59 pm »
Yes please.  Even though I normally play music outside of the game using Foobar2K, I'd still want the Grooveshark plugin on the servers here.

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