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  #1  
Old 10-21-2010, 04:36 PM
mlopes mlopes is offline
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Default ball_gymnasium

Here it is, my first attempt at a real ball map. This map is a direct descendent of =AIR= pass training map (the max 3 seconds possession, for those who have tried it with us )

Here it is, Ball Gymnasium:
Updated: 2010-11-20


Download it here.

Thanks to Stardust for his suggestions on some map improvements, including repositioning the spawn points, some obstacles positions and the bottom center triangle.

Last edited by mlopes; 11-23-2010 at 11:59 AM.
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  #2  
Old 10-21-2010, 04:39 PM
Blue Blue is offline
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very fun, just played it
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  #3  
Old 10-21-2010, 09:13 PM
tgleaf tgleaf is offline
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Quote:
Originally Posted by mlopes View Post
Here it is, my first attempt at a real ball map. This map is a direct descendent of =AIR= pass training map (the max 3 seconds possession, for those who have tried it with us )

Here it is, Ball Gymnasium:
The map looks cool and I like all of the potential passing/shooting angles. Wait, what? Three second rule? Is that a server setting? I'd love to try it...
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  #4  
Old 10-21-2010, 10:16 PM
mlopes mlopes is offline
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Quote:
Originally Posted by tgleaf View Post
The map looks cool and I like all of the potential passing/shooting angles. Wait, what? Three second rule? Is that a server setting? I'd love to try it...
Lol, it's not. I think it's not possible to enforce that.
But that rule is not on this version of the map, is for another version called ball_airtraining, that uses the same graphics as this map, but with different layout that is available on our private server if you want to try it.
The purpose of that map is to practice passing so we play it with a max possession time of 3 seconds and no killing.
Because there's no killing, the goals are basket like, and you can't fly over them (some turrets make sure of it).

This version, is plain simple ball no special rules


Also I've had some feedback that the map may be too small but we were only testing it 3v3, if anyone has some feedback on how this plays in 6v6 I would appreciate.

Last edited by mlopes; 10-21-2010 at 10:18 PM.
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  #5  
Old 10-21-2010, 10:24 PM
Pieface Pieface is offline
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That brings up a cool idea though - if anyone has free time it would be interesting to use custom code to monitor the logs and auto-spectate anyone who doesn't pass the ball within 3 seconds. It would be a new way of teaching people to pass and it could also be turned into an elimination game. ^^
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  #6  
Old 10-22-2010, 12:23 AM
mlopes mlopes is offline
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This map is available trough voting, on =AIR= EU Server.
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  #7  
Old 10-22-2010, 03:58 PM
mlopes mlopes is offline
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Map updated
  • Added more spawn points, changed the spawn placement
  • Improved obstacle graphics
  • Obstacle corners not so pointy anymore
  • 3 new obstacles

Last edited by mlopes; 10-22-2010 at 05:25 PM.
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  #8  
Old 11-20-2010, 07:31 PM
mlopes mlopes is offline
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Map Updated:
  • New graphics
  • New bottom route
  • Some improvments on existing obstacles
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  #9  
Old 11-21-2010, 12:17 AM
silent skies silent skies is offline
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Do my eyes deceive me, or are there seven powerups on this map? That seems like a lot to me...
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  #10  
Old 11-21-2010, 12:23 AM
mlopes mlopes is offline
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Originally Posted by silent skies View Post
Do my eyes deceive me, or are there seven powerups on this map? That seems like a lot to me...
6 plus the ball spawn and the 2 team specific behing the goal.
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  #11  
Old 11-21-2010, 12:26 AM
leggomyeggo leggomyeggo is offline
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Not sure if this has been addresed or if you are trying to do it, but I see some very very long shots available from top and bottom, like almost midfield..
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  #12  
Old 11-21-2010, 12:31 AM
mlopes mlopes is offline
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Quote:
Originally Posted by leggomyeggo View Post
Not sure if this has been addresed or if you are trying to do it, but I see some very very long shots available from top and bottom, like almost midfield..
No one said anything about that yet, but I've noticed it. I'm not sure if that's a bad thing though...
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  #13  
Old 11-21-2010, 12:33 AM
leggomyeggo leggomyeggo is offline
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Quote:
Originally Posted by mlopes View Post
No one said anything about that yet, but I've noticed it. I'm not sure if that's a bad thing though...
yea, it could possibly be a very good thing, and cause the opposing team to have a specified defender, I'd have to see how it plays, just pointing it out.
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  #14  
Old 11-21-2010, 09:22 PM
mlopes mlopes is offline
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Mystery told me that those 2 bottom center triangles should be a little lower and to the center so randas can wrap back and forth there. Does anyone has an opinion on that?
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  #15  
Old 12-10-2010, 02:24 AM
mlopes mlopes is offline
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The feedback I've been getting on this map point for the main problem currently being the jagged edges of the triangles. I think I'll change that soon.
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  #16  
Old 12-10-2010, 02:27 AM
silent skies silent skies is offline
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You should try working in some non-collidable net as a foreground object, and place it over the goals.

You know, to develop the theme a bit.
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  #17  
Old 12-10-2010, 03:36 PM
mlopes mlopes is offline
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Quote:
Originally Posted by silent skies View Post
You should try working in some non-collidable net as a foreground object, and place it over the goals.

You know, to develop the theme a bit.
Never thought of that, it's actually a good idea, I'll give it a try.
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