[beta] dys_spamball2 - beta 5 released!

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[beta] dys_spamball2 - beta 5 released!

Postby MarvintheParanoidAndroid » Sat Jul 26, 2008 7:05 am

dys_spamball2: a spamball map for mediums and heavies.
Marvin the Paranoid Android

Designed for teams of 2 to 4.

Image

For the past few weeks I've been playing around in Hammer, learning to use it, and after building a test map just to get the hang of the Dystopia entities I decided to have a go at a simple map (at least, simple compared to a full-featured multiple objective map). So, inspired by my love of shock's awesome spamball map, I made my own, named dys_spamball2 until such time as I come up with something witty and clever or shock asks me to stop infringing on his copyright :P

Walkthrough:

Both teams are attempting to... uh... blow up some glass boxes. They have valuable intel in them, perhaps. Or stashes of porn, take your pick.

Corps spawn here:
Image

At the beginning of the round, both teams will need to use the jump pads (centre left and right) to get to the upper level, where they'll press a button to open the hatch for the enemy's tower (corps are attacking the red side, punks attack blue).

They need to press this button:
Image

They then need to destroy one of the boxes inside the tower by whatever means possible (i.e. lob some grenades through the hatch). Once destroyed, the hatch will close and the button will need to be pressed again.

And then attack this:
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Repeat until the tower is cleared (i.e. destroy the four boxes). If you have a heavy, he can drop down to the lower level and use his spiders to temporarily close and lock your team's hatch.

They can launch their spiders here:
Image

Once you have destroyed the first four boxes, you will need the assistance of a heavy. He will have to phist the button next to the enemy spawn in order to open the upper central doors. His team will then have ten seconds to launch as many grenades down the central tower as possible, after which the doors will close again. If both teams reach this stage, then only one team will be able to access their central objective at a time - as soon as the doors close, both buttons become enabled again to gain access.

Corps need to phist this:
Image
Then nade the hell out of this:
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The first team to destroy their central box wins.

Download:

Download dys_spamball2_beta5 here!

All criticism and ideas are welcome - remember, you need two players per team minimum to complete the map, and any more than four per team gets pretty nasty, so keep the team sizes small for optimum results. Beta 5 adds fast spawning, and some heavy-only jumppads in the centre. It'd be good to see how it plays out now forcespawn works.

Finally, and most importantly, many, many thanks to shock for the inspiration and lots of great advice, as well as to everybody who helped me test it in private and provided feedback.

Happy spamming! If you enjoy either this or shock's map, join the Steam Community Spamball group for semi-organised games every now and then/whenever someone prods us into action.
Last edited by MarvintheParanoidAndroid on Wed Feb 18, 2009 9:10 pm, edited 4 times in total.
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Postby shock » Sat Jul 26, 2008 4:53 pm

"Spamball Labs approves the use
of this map for your everyday nading purposes.
Spamball labs is in no way responsible for adverse effects
like gibbed lights or ragequitting hitscanusers."

<3
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Re: [beta] dys_spamball2 - beta 4 released!

Postby MarvintheParanoidAndroid » Mon Oct 27, 2008 4:37 pm

Beta 4 released! Dev textures are all gone, there have been various other tweaks and fixes but not much has changed gameplay-wise. Screenshots and the download link in the first post have been updated, and at some point in the near future (hopefully) it'll be callvoteable on the Kaya server.

Please play it and tell me what you think! I pretty much just textured it so I could feel like it was vaguely finished, but if anyone comes up with awesome ideas or feedback of course I will get back to work on it.
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Re: [beta] dys_spamball2 - beta 4 released!

Postby MoRpH » Wed Nov 05, 2008 5:43 pm

I really like the map as it is something different. But sadly I've only had the chance to play it 2on2. It can be fun though. You should include the ingame 3d markers for the objectives, what to do. As I didn't recall what you wrote in the walkthrough when I was playing we just had to experiment.

Cool ideas, well done. Thumbs up! Let's see if we can arrange a 4on4 on this map sometime ... :D
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Re: [beta] dys_spamball2 - beta 5 released!

Postby MarvintheParanoidAndroid » Wed Feb 18, 2009 9:15 pm

Beta 5 released! Unless this plays out terribly with the new 5 second spawntimes and heavy jumppads, I'll probably leave it at this. I'm pretty happy with it for a first map ever, thanks a ton to shock and everyone who's played or given me feedback on the previous versions! Hopefully we'll get it up on the Kaya server though, or the EU DGL server for some passworded games (seeing as the odds of people actually playing this without me forcing them to seem pretty low :P).
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Re: [beta] dys_spamball2 - beta 5 released!

Postby Neon Girl » Mon Oct 12, 2009 6:25 pm

Surprise surprise, Spamball got a pretty busy round on the WW3 Customs server.

It's a fun map, but really, really needs some work. One thing I would experiment with is using forceloadout to force GL mediums, Bassie Heavies or whatever you think would play best.

Also, the jump pads could use some work. I don't know how much control you have over them as you map, but if you could put an angle on the jump, instead of just going straight up, that would be pretty sweet. I saw someone try that jump like, five times before she figured it out. Took me a couple jumps to get it too ;P

One more thing: You should hide the button for the phist button until it's time to be used. Maybe also replace the press button with a clickable screen button...

Well, it was a fun map and I had a good time playing it :P If you get an update out, I'll put it up too.
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Re: [beta] dys_spamball2 - beta 5 released!

Postby ViralHatred » Tue Oct 13, 2009 6:26 am

To counter neon. I disliked it.

It was unorganised and became rapefest.

Mediums grabbed GL's and spammed them causing mass heavy deaths, majority of players didn't understand it. The huge distance meant that you generally got killed getting towards the fisting button, and even then nobody understood that the hatches up top opened to let you get the final OBJ.

Suggestion:

Rethink the layout and better explain the map to players (Signs on walls perhaps)
Class only areas? Or better thought out traps? (Less death, more hurt?)
Perhaps a health regen for heavies at the fist button? Or make the timer last longer?

Pros:

Made a nice change despite much raging to to people not seeming to understand the goal.
Spider mine activator was clever. (Trigger_multiple with a filter_activator_class set to npc_headcrab?)

Cons:

Lack of cover, the box towers should have lights or signs to highlight how many platforms you have destroyed.
Fist button is hard to reach right next to the spawn.
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Re: [beta] dys_spamball2 - beta 5 released!

Postby MarvintheParanoidAndroid » Tue Oct 13, 2009 8:30 am

The thing that needs the most work, I think, is figuring out how to make the final, heavy-only button work better - I certainly agree that it's far too hard at the moment. I do like the idea of having some heavy-only (team-filtered) health regeneration at or near the button. The other things I was thinking of adding were boost pads for heavies only (I'm not sure whether the jump pads I added are actually much help), to help them get across the map quicker.

The spider mine activator was done by having a func_breakable (with stupid amounts of health) fire when it takes damage, filtered to only take damage from heavies of the relevant team, and having the doors that block visibility to it only be triggered to open by physics props (or something similar, whatever it is that spidermines are classed as). I'm sure there are much more efficient ways of doing it, but it's my first map, that was the first method that came to mind and it works quite nicely.

As far as explaining it goes, I'm not really sure what to change. Text pops up at the beginning telling you what to do, and the dys_onscreeninfo always displays exactly where you need to go next. It's the same as any other map really, with the added complication of being a completely different game mode to what people are used to.

Tweaking the jump pads and hiding the phist button I'll probably try and add, along with anything else I can think of to make it a little clearer what to do. I'm not so sure about whether to use forceloadout, I've been trying to decide whether to do that in pb_pinball as well. In phistball I wouldn't feel quite so bad for enforcing my heavies-only nazi regime, but for something like this it'd remove your choice of implants, along with the fact that I don't really have any particular heavy weapon in mind as the most well-suited for this map (although rockets are fun!).

I can see that in general, spamball wouldn't be enjoyed or played much for the same reasons as phistball, really - I've had some great games of it with small teams who've had the objective explained and are a little bit organised (as with phistball), but in a pub server I don't expect it would really work. It was fun to make, though, and a good way to learn my way around Hammer. Thanks for the feedback though, it's very much appreciated and certainly makes me want to update it again. I'll see about working some of it in and releasing a new version.
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Re: [beta] dys_spamball2 - beta 5 released!

Postby ViralHatred » Tue Oct 13, 2009 8:49 am

Idea.

Why not actually add a Ball to it? OR possibly make something require a tesla ball?
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Re: [beta] dys_spamball2 - beta 5 released!

Postby MarvintheParanoidAndroid » Tue Oct 13, 2009 11:22 am

The grenades are the balls! :P

I was thinking of having some kind of targets that would require a variety of different weapons to hit, though, when I was planning it out (in as much as there was any planning). I do really like that idea - things that would require trick shots with the tesla secondary, or rockets, or the boltgun. I don't think it's something I'll get round to including in this map, but it's definitely something I'd like to play around with in the future.
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Re: [beta] dys_spamball2 - beta 5 released!

Postby Venkman » Tue Oct 13, 2009 11:42 am

The tesla secondary can be weaved around walls (glass would help you see what you're doing while providing the obstacles), and some FBW challenges would definately be entertaining. Not sure what you could do with a bolt gun that you couldn't with a rocket unless really tight spaces where involved.
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Re: [beta] dys_spamball2 - beta 5 released!

Postby ViralHatred » Tue Oct 13, 2009 12:30 pm

I wonder how the lightning gun functions in Dys. E.g. Can more the one heavy phys the same object. If not you could have a sort of "basketball"
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Re: [beta] dys_spamball2 - beta 5 released!

Postby Neon Girl » Tue Oct 13, 2009 1:44 pm

Ballistic Cranium made a testmap that used the lightning gun and let me dink around in it. Trust me, that thing isn't fit for play. You can check it for yourself.
http://www.dystopia-game.com/forum/view ... 25#p254694
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Re: [beta] dys_spamball2 - beta 5 released!

Postby ViralHatred » Tue Oct 13, 2009 2:06 pm

Ballistic Cranium made a testmap that used the lightning gun and let me dink around in it. Trust me, that thing isn't fit for play. You can check it for yourself.
http://www.dystopia-game.com/forum/view ... 25#p254694
I take it you've never been attacked by teddy then. :lol:
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