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Topics - 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 / 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!

3
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


4
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

5
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

6
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

7
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.

8
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!

9
Dodgeball Hell / dbs_obelisk_rc1
« on: June 02, 2014, 12:09:53 am »
A little something I did to get used to how Hammer works basically.  I felt this was a nice map aside from its overly bright skybox and the map breaking easter egg...so I fixed all that and did a little bit extra.  Its awaiting proper testing as of right now.

Screencap: Test of the skybox
Download: Map

Changes:

+ Changed the spawner Speed from 21 MPH to 51 MPH.
+ Lowered the spawner a bit.
+ Changed the skybox and lighting of the map
- Removed the easter egg room.

Weird things:

- The Water somehow got removed, I wonder why, oh well, its not game breaking.
- The spawner was acting weird due to two entities tied to the spawner, hopefully thats fixed now.

Original map made by Space Ghost.  Edited by me.

10
Dodgeball Hell / Binds that I felt like sharing.
« on: May 15, 2014, 06:07:28 pm »
I felt like sharing a few aliases I made in the past few days that may be of interest to some Dodgeball players.

Left-Click Airblast

alias lcab lcab1
alias lcab1 "bind mouse1 "+attack2"; bind mouse2 "+attack"; echo Left Click Airblast on.; alias lcab lcab2"
alias lcab2 "bind mouse1 "+attack"; bind mouse2 "+attack2"; echo Left Click Airblast off.; alias lcab lcab1"

You bind lcab to a key and it will cycle through your M2 and M1 attacks between the buttons, I feel like a Left Click Airblast is more useful in DBS as it would give better timing for your airblasts due to using a trigger finger instead of a middle finger.  Press the lcab key again to return your attacks back to normal.

Adjustable Viewmodels

alias view+ "incrementvar viewmodel_fov 40 90 5; echo Viewmodel changed."
alias view- "incrementvar viewmodel_fov 40 90 -5; echo Viewmodel changed."

You bind two keys to view+ and view- to increment your viewmodel by 5 each time. I use a viewmodel as a visual aid in how far my airblast can extend to, again, for better timing of the rockets and nukes.  The lowest value is 40 and the highest value is 90, but you can change any of those numbers how you see fit.  This assumes you're not using DBH's !fov command and using an fov_desired of 90.

Adjustable Lerp (when you are dead or spectating)

alias lerp+ "incrementvar cl_interp 0 0.03 0.0001; echo Lerp increased."
alias lerp- "incrementvar cl_interp 0 0.03 -0.0001; echo Lerp decreased."

You bind two keys to lerp+ and lerp- to increment your lerp by .1 everytime.  This assumes that you already have found a lerp you're most confortable with, if you have not done that, go here or here NOW.  Once you have a comfortable lerp, you may notice people saying "I hit that.", thats because your timing for that map or your timing in general is incompatible for that map.  Once you die, you have to assess HOW you died.  If you thought for sure you hit the rocket or nuke, lower your lerp up to a whole point on how off you were, and vice versa if the rockets were too fast (Do not do anything if your opponent pulled a curve on you, that means your reaction needs work.)

I also made an !fov bind if anyone needs it, but it is pretty guerrilla styled and I really don't recommend the use of it.

11
Want your old mods before the SteamPipe update to be used afterwards? Well, you've come to the right place.

In this example, I will change the Health Plus meter to another one.

http://i.imgur.com/Jx67XoB.jpg

First off, copy and paste this address into Windows Explorer: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom (Or change it accordingly if you don't use C as a main drive nor do you use a 64 bit operating system, which would make it just Program Files.)

Next, download your mod from a site so you don't confuse yourself. Next, make a folder in the directory above to relate to said mod, like this: http://i.imgur.com/ZqiOkX0.jpg

Next, extract everything that would've been inside the tf folder to the newly created folder for that mod.

After that, you will need to open another Windows Explorer folder to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin and look for the program called vpk.exe, like this: http://i.imgur.com/thYCde1.jpg

Drag the mod folder onto vpk.exe and you'll see a newly created vpk file with the same name as the folder: http://i.imgur.com/DFikV9M.jpg

Run the game and see if it works! If done properly, it should install normally: http://i.imgur.com/wEDWESb.jpg

Hope this guide clears everything up!

12
Dodgeball Hell / Lerp changing and other things
« on: July 28, 2012, 09:45:29 pm »
What in the blue hell is "lerp"?

Basically, lerp is the amount of time/space your airblast reads as far as the server reads it, the lower the lerp, the more precise you have to be with your airblast, however (in my case scenario), its less likely to misread an airblast with lower lerp when pointed in the general area of the rocket/nuke.

Yeah, thats nice and all, but how the hell do I change my lerp?

There is three ways to do it, first, Right click TF2 on Steam, then click Properties and click Set launch options.

Then, copypasta "cl_interp 0 cl_interp_ratio 0" without quotes,  for 0 lerp. If you want slightly higher lerp, go along with cl_interp 0.005, cl_interp 0.01, etc.

You could also do this in the Developer Console as well, to get to the console, start TF2, go to options, keyboard, and click Advanced.  Check "Enable Developer Console" and click ok and apply.  To open the Console, simple hit the "~" key, while there, you can type the same commands as before, except you don't have to leave the game to do it. (Since the recent updates, you can only do this method while in spectate mode or whilst you're dead.)

The third and final method involves autoexec.cfg.  Navigate to TF2 config folder first, which will be here: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg

If autoexec.cfg isn't there, don't worry, just open notepad and create one (when you Save As, choose all files and name it autoexec.cfg).

This is probably the most flexible route, as you can include more than just lerp commands in it, for example my config for DB:

cl_cmdrate 100 <-- Talks with the server how much packets are being sent to you.
cl_interp 0
cl_interp_ratio 0
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 100 <--- Same with this one.
rate 60000
viewmodel_fov 54
fov_desired 90

Basically, copypasta this into the notepad document and save it in the method mentioned before.

How cl_cmdrate and cl_updaterate run is dependent on how good your FPS is, If you get over 100+ FPS, you should be fine running this, if not, try lowering to 66 for the both of them.  however, its preferred to be at 100, since most servers won't take higher than that.

viewmodel_fov I found out on a complete mistake, this happens to look like a close up towards the end of the flamethrower, it helps me see when to airblast, if this isn't your cup of tea (like if it feels too stiff or you can't see jack shit), then increase the fov to your desired amount (highest is 170 I believe), same goes with fov_desired, however this command only has a max of 90.

Your settings suck balls, I can't airblast a damned thing!

Don't worry, everyone seems to have a different preference on this, like a lot of people prefer 10 lerp (cl_interp 0.01) or have a few settings changed from here to there.  It takes a lot of trial and error to get the perfect combo for your liking, don't give up on it, ask for help if needed.

EDIT:

It was brought to my attention that the server's "!fov" command changes both viewmodel_fov and fov_desired to the same number.

Difference is, viewmodel_fov changes how much of the character's model you can see, while fov_desired changes how much of the landscape you can see.  Just throwing that out there.

EDIT 2:

Updated the guide after SteamPipe and other recent updates to TF2.  Also added info that fov_desired can only go up to 90 without DBH's !fov plugin.

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