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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 27393 times)

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April 22, 2012, 05:18:57 PM
Reply #90

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #90 on: April 22, 2012, 05:18:57 PM »
Alright.

Can anyone make a skybox for the new court I'm making? Because when I do it I fuck it all up.

April 26, 2012, 01:11:54 AM
Reply #91

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #91 on: April 26, 2012, 01:11:54 AM »
Finally done with Brightman's stage.

(click to show/hide)

Here it is.

Oh, and coolguy, what stage?

Suggestions? Comments?

April 26, 2012, 03:46:20 AM
Reply #92

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #92 on: April 26, 2012, 03:46:20 AM »
Kickass! Well done.

I want it for Shade Man. But before that, when I load the wad, it tells me "THINGS could not be found in shadedodge.wad". And the maps still don't show up when I compile. I went to the builder and changed everything but it still doesn't work.

April 26, 2012, 10:41:42 PM
Reply #93

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #93 on: April 26, 2012, 10:41:42 PM »
Well....and I'm no expert here...did you check to see if there's even a "THINGS" lump in the wad?

For the skybox, you could easily copy and paste the skybox from the deathmatch stage into yours.

April 26, 2012, 11:09:45 PM
Reply #94

Offline Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #94 on: April 26, 2012, 11:09:45 PM »
That Bright Man court has a nice idea, but I say it could use more work on the texture alignment. There's also no point in making everything dark since you can't fall off and there is no cover anyway.

April 26, 2012, 11:50:49 PM
Reply #95

Offline TheDoc

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Re: [GAME MODE] Dodgeball mode
« Reply #95 on: April 26, 2012, 11:50:49 PM »
I see what you mean about the texture alignment, but I'll probably keep the idea of the lights going off since that's the stage's unique part of it. Do you suggest blocks to jump on or maybe a big step next to the divider or what? I'm thinking maybe of a low wall near the divider. I think cover would be great idea, though.

May 05, 2012, 01:10:20 AM
Reply #96

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #96 on: May 05, 2012, 01:10:20 AM »
Axe used a revive!

Where's that weapon Michael?

Edit: Damn it, can I get anyone to make a skybox for me, cuz I'm trying to and failing badly.

May 05, 2012, 04:43:47 AM
Reply #97

Offline Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #97 on: May 05, 2012, 04:43:47 AM »
To make a skybox:

- Make sure that the sector ceilings/floors where you want the skybox's content showing up have the F_SKY1 texture.
- Make a sector outside of the map with the stuff you want showing were the F_SKY1 texture or a line horizon (Action 9) was placed.
- In this sector, place a Skybox Viewpoint thing located in Cameras and Interpolation. You might want to raise it's Z Height and/or change it's direction to adjust how everything in the skybox will look in the map.
- Go test your map to make sure that everything looks right.

If you still don't get it, ask again or open a map with a skybox on DB2.

May 05, 2012, 04:49:03 AM
Reply #98

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #98 on: May 05, 2012, 04:49:03 AM »
I've done all of those and only part works. I got the top and bottoms of the map to be sky, but the walls don't seem to change. They stay as the F sky texture.

May 05, 2012, 05:01:45 AM
Reply #99

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #99 on: May 05, 2012, 05:01:45 AM »
Quote from: "coolguy773"
I've done all of those and only part works. I got the top and bottoms of the map to be sky, but the walls don't seem to change. They stay as the F sky texture.
set all walls you want to show the sky box to action 9 - Line Horizon. It basically makes the wall invisible and the ceiling and floor seem to go off into the horizon.

May 05, 2012, 05:29:05 AM
Reply #100

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #100 on: May 05, 2012, 05:29:05 AM »
GENTLEMEN

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May 05, 2012, 11:50:28 PM
Reply #101

Offline Knux

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Re: [GAME MODE] Dodgeball mode
« Reply #101 on: May 05, 2012, 11:50:28 PM »
The only problem is that it's not symmetric. That means that one of the teams will have an advantage, if ever so slight. Unless it is and I'm not seeing it entirely.

May 05, 2012, 11:54:07 PM
Reply #102

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #102 on: May 05, 2012, 11:54:07 PM »
^
Also maybe add like a castle to one side, nothing big or fancy, just a castle wall to make the map a bit more interesting looking.

May 06, 2012, 02:20:58 AM
Reply #103

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #103 on: May 06, 2012, 02:20:58 AM »
Part 2

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May 06, 2012, 02:57:19 AM
Reply #104

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #104 on: May 06, 2012, 02:57:19 AM »
Quote from: "coolguy773"
Part 2

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Those textures you are using as the pit walls are made for the outside walls.