DB-Cartoon (name in working progress etc..blah blah)

Look for maps, show your maps...

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TEZC-Rage
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Post by TEZC-Rage » 18-12-2003 16:40

Axl wrote: TEZC-Rage spells like a true DBer ;)
oi still ain't had my coffee

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Axl
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Post by Axl » 18-12-2003 17:10

euw :x

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Armagon
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Post by Armagon » 18-12-2003 19:13

When checking out the map, I found two bugs which I'm not sure if you knew about or not. Both are a result of short reset.

First, it's with the rockets that launch of when a goal is scored. Once gameplay starts again (this is assuming that you are playing with short reset on), you can see the two rockets sitting up in the air, and then see them fly back to their corners.

The second I'd like to point out is with the falling boulder again. Because short reset lasts 5 seconds, and it takes roughly 4 seconds to get hit by the boulder, this can result in bad spawning. Take this for example, you have a keeper in the penalty zone with a few guys close to it. If one of the opposition score, the rock falls and kills them all. Now because there is roughly a 1.5 second delay between when you die, and when you can spawn again this means those that died dont spawn immediately when gameplay restarts.

The reason this is bad is because of how it may affect who is near the ball when play restarts. Say one of those guys killed by the rock, was meant to spawn next to the ball, and he sees it because when gameplay restarts he's next to it. However, because he wasnt able to respawn in time, he instead has to click and ends up spawning back near his own goals. This can create a major imbalance.

For this bug I see a couple of options. You could either be sure not to play the map with short reset on (which may irritate some people), or you could perhaps shorten the length of time it takes for the boulder to hit (which I really think would be silly because it's already a good length of time to fall). One other alternative is that you could ask that some code is written so that respawning is fully automatic every time gameplay restarts, and this isn't a problem.

Oh, and I'm quite partial to the lit version myself.
Last edited by Armagon on 18-12-2003 21:32, edited 1 time in total.

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TEZC-Rage
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Post by TEZC-Rage » 19-12-2003 18:50

nearing completeion now , a few bugs (2 actually) to iron out, hoping to get it out for the mappack :D. I decided to go for 'lit' because it adds atmosphere to the game, but not too much so it's all washy :p

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RaGe|DB
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Post by RaGe|DB » 19-12-2003 18:58

the sky? o_O

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TEZC-Rage
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Post by TEZC-Rage » 19-12-2003 19:33

it does that that high up, looks fine when ur on the ground

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TEZC-Rage
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Post by TEZC-Rage » 20-12-2003 13:57

:'( can't believe this thread will die soon

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Rens2Sea
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Post by Rens2Sea » 20-12-2003 15:59

Just dont finish it -_-

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Armagon
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Post by Armagon » 20-12-2003 16:05

But it's already so close to completion. :eek:

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UnrealKrake
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Post by UnrealKrake » 21-12-2003 00:06

Watch the attachment Rage *g*

Before inserting the 10 parts into your map, be sure to delete the two boulders inside your original map

Have fun, i hope it works cause i didn't really test it (as always).

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Armagon
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Post by Armagon » 21-12-2003 20:12

DB-ToonBall is finished! :D

Image
Image
Image

You can download it here:
http://tezc.colute.net/Maps/DB-ToonBall.rar

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Messy
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Post by Messy » 26-12-2003 02:13

omg it's leet :>

Finally finished \o/
Is this the first interesting cube map besides db-cube (when it was still interesting, like the new cube in the 1.7 beta phase)? \o/

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Rens2Sea
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Post by Rens2Sea » 20-08-2006 23:27

It is finished :o

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fb.shev
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Post by fb.shev » 21-08-2006 08:33

do show

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Imaginos
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Post by Imaginos » 28-08-2006 16:19

Holy thread necromancy!

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