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Old 04-19-2008, 02:21 AM   #1
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[Beta 1] FF_Murderball

Hey everybody! I am happy to announce, the release of ff_murderball beta1! After two months of working on the map, its finally here! Since its beta there will be problems here and there. I plan on releasing Beta's 2 and 3 in time. Following will be the final build of FF_Murderball. The core game play keeps it true to the murderball genre. Four teams competing for one ball, the murderball.

Please feed all comments, and recommendations for the map into this thread. Also report any bugs you find. It is essential being beta that as a community we help each other out. A special thanks to Squeek for making the lua, and notifications possible.

PICTURES:
=====================================

http://www.nuk3m.net/misc/mdb1.jpg
http://www.nuk3m.net/misc/mdb2.jpg
http://www.nuk3m.net/misc/mdb3.jpg
http://www.nuk3m.net/misc/mdb4.jpg
http://www.nuk3m.net/misc/mdb5.jpg
http://www.nuk3m.net/misc/mdb6.jpg
=====================================

DOWNLOAD:
=====================================

http://www.nuk3m.net/misc/ff_murderball_b1.zip
=====================================

Last edited by Nuk3m; 06-20-2008 at 07:42 PM.
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Old 04-19-2008, 02:51 AM   #2
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:O
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Old 04-19-2008, 03:11 AM   #3
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Old 04-19-2008, 03:20 AM   #4
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I noticed while playing this that the ball locations don't update sometimes. Probably will have to make the triggers thicker just in case. And, of course, the yard needs displacementizing. Other than that, a job well done Nuk3m. We also gotta get that killing-the-ball-carrier-gives-points lua working.
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Old 04-19-2008, 05:41 AM   #5
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Bugs I found was
Doors/boxes flicker some strange light
You can block doors with sgs/disp, you need no build
No light source
You need to player clip the top part of the battlements, suck with the guy carrier was up there
As for gameplay, idk, map may be too big, not sure though.

but besides all of that, it was pretty good, 3 vote extends on this map lol
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Old 04-19-2008, 06:44 AM   #6
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I loved the size of it myself.

Map is sniper heaven for those that know how to use the sniper. (cause that map in TFC days always was really)

Needs less grenades to start. 1 primary and 1 secondary for everyone (sniper should get 2 primary seeing as how thats all he has.)

Needs more medkits, or at least make them give out more health.

Need more armor too or again make the ones that are there give out full armor.

I seen the same flicker that Geo is talking about I think. It looked like someone tossed a flash grenade or a flash of lightning across a bunch of textures.

Don't put a ladder to the top of the base, just let people get there on their own.

You need a destructible/closeable tunnel. Would help with defense.

Problem in the lift where someone can walk in and just sit there. Maybe make each lift color dependent. If I'm yellow and walk into the red lift I get killed.

Main door was annoying. If you walked upto it, then let it close and try to continue to walk it wouldn't open. Also if it closed on you, it kills you.

Need some health/armor in the spawn area just because of people able to toss in a grenade or 2 while do is open. And flame thrower is able to go through the glass now and then.

The gun for the spawn reacts to people outside.

Also need a second gun in the spawn room over by the door going into the base as people can hide over there if they get in. And the guns need to react faster.




Thats all I can think of at the moment. I forgot to make a demo, I was raking up the kills out there big time. Man was i ticking alot of people off, they kept coming after me. lol At one point I counted 2 sniper lasers, 1 medic and a pyro all after me and I think a demo was coming cause I just killed him. heheh
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Old 04-19-2008, 07:03 AM   #7
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only thing i noticed was that some eles worked and others didnt. map is fun as fuck, and its the only time i actually enjoyed sniping in FF
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Old 04-19-2008, 10:24 PM   #8
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Sniper on murderball? Kinda ruins it TBH as most servers don't even have class restrictions...It's hella easy to snipe and no one ever plays the true objective of the map...just turns into a DM map with 4 teams.

Don't get me wrong, I love playing murderball when it's played right...other times is just frustrating and lame.
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Old 04-19-2008, 10:46 PM   #9
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Quote:
Originally Posted by Gwarsbane
stuff...

Problem in the lift where someone can walk in and just sit there. Maybe make each lift color dependent. If I'm yellow and walk into the red lift I get killed.

...stuff
I agree with everything you said except for this...If you make the lifts team only then it will just be frustrating and people will just hide in there...keep them as they are now.
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Old 04-19-2008, 11:09 PM   #10
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Quote:
Originally Posted by Dr.Satan
I agree with everything you said except for this...If you make the lifts team only then it will just be frustrating and people will just hide in there...keep them as they are now.
They are team-only now (in b1). The func_push only affects the team that the base belongs to. Probably will be changed in b2.
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Old 04-19-2008, 11:27 PM   #11
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Quote:
Originally Posted by squeek.
They are team-only now (in b1). The func_push only affects the team that the base belongs to. Probably will be changed in b2.
yeah I noticed that when I was playing...wasn't sure if it was just me or not
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Old 04-20-2008, 04:26 AM   #12
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As long as they can't hold themselves in there like they can now, then I really don't see a problem with making it team only by having it kill other teams.

If the other team can't get up it anyway killing them for trying would just be funny. Also it would help with defense because people would have to be careful with running past it in case they get blown into it.
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Old 04-20-2008, 06:56 AM   #13
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Quote:
Originally Posted by Gwarsbane
As long as they can't hold themselves in there like they can now, then I really don't see a problem with making it team only by having it kill other teams.

If the other team can't get up it anyway killing them for trying would just be funny. Also it would help with defense because people would have to be careful with running past it in case they get blown into it.
Unfortunatly, The only way I will be capable of keeping enemies is killing them. I could also instead make it so it pushes opposing teams out, but they are lasers, So it would make sense for them to kill you. Beta 2 will have changes for the good
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Old 04-20-2008, 07:50 PM   #14
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Quote:
Originally Posted by Gwarsbane
As long as they can't hold themselves in there like they can now, then I really don't see a problem with making it team only by having it kill other teams.

If the other team can't get up it anyway killing them for trying would just be funny. Also it would help with defense because people would have to be careful with running past it in case they get blown into it.
Well but I think with the size of the base...it would be nice to make the D have another spot they need to watch for attackers...if they can use them then you can't JUST get up top by either rj / nj up or coming around the ramps...you have the ele thing to. Might add another fun little thing to the map and make it more difficult to camp / defend.
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Old 04-20-2008, 10:38 PM   #15
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This map needs optimization fast, other than that, it fucking rocks! I love everything you did with it. Put the wine barrels back in b2 pl0x. That is all I request of lord Nuk3m.
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Old 04-21-2008, 03:21 AM   #16
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I wrote a post on how you can optimize this map here: http://fortress-forever.com/forum/sh...801#post351801
The short explanation is that you are fucked for hints, but I have an even MORE confusing solution I want you to try.
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Old 04-21-2008, 09:01 PM   #17
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This map rocks! ,, this needs to be in 2.1 too.
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Old 04-21-2008, 09:04 PM   #18
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only upon completion which is a while down the road. If it even gets into 2.1
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Old 09-03-2009, 03:04 AM   #19
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Nuk3m is still around (sorta) and working on murderball. Even if he is the doomsday prophet for this mod he sure does love dem murderball

http://www.wegame.com/watch/FF_Murde...view_Alpya_41/

preview.
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Old 01-12-2010, 08:19 PM   #20
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Is there a download anywhere? Anyone?
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