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01-04-2010, 08:52 PM
|  | Server Subscriber | | Join Date: May 25th, 09
Posts: 68
| | dbs_risers The map consists of platforms that rise and fall if a player shoots them. Projectiles pass through the glass like on stacked and spaced out. This a nuke only map. Check the pictures to get a better idea. I took the map idea from an old friend who never did anything with it. Changelog
beta 1
beta 2 - Fixed some stupid things like spawning on the wrong side, minor map errors. Still untested
beta 3 - The pillars are now the only solid entity. Projectiles will pass through all floors.
- Pillars are now thinner
- Platform speed increased.
- Various mapping changes
beta 4 - Added some triggers to hopefully make the nuke redirect when an orbit goes on too long.
beta 5 - Changed the trigger filters to fa_dodgeball_fatboy and nuke_spawner_fatboy. Hopefully they work this time.
- Fixed the surfing problem at the bottom of the map
beta 6 - Nukes orbiting for too long will now redirect after eight seconds. (hopefully) (NOPE)
- If the nuke isn't reflected then, a countdown timer will appear and detonate the nuke when it reaches zero.
beta 7 - Visual Revamp.
- Redid platforms to be easier to see.
- Made the detonation timer activate sooner.
- Fixed bug where a nuke with a large orbit would mess up the timer.
- Added some ragdoll clipping on the grinder.
- Spawner tweaking.
- Moved platforms farther apart.
- Added a trigger_hurt to prevent crossing to the other side.
- Other changes that I can't remember.
beta 8 - Cosmetic modifications to the laser.
- Completely redid the detonation timer mechanics.
- Modified the grinder clipping to work better.
- Fixed the track train blowing up the nukes.
- Minor optimizations.
beta 9 - Detonation timer tweaks and bug fixes.
- Probably other things I can't remember.
--- Going to ditch the speed version of this map and go for a multinuke map ---
Download: http://dl.dropbox.com/u/3569419/dbs_risers_b10.rar
Last edited by ExileLord; 01-18-2010 at 12:52 PM..
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01-04-2010, 10:24 PM
|  | Member | | Join Date: Jan 3rd, 10 Location: Spycheck Ville, Washington
Posts: 76
| | Re: dbs_risers Looks... Alot better than mine, lol. | 
01-04-2010, 10:29 PM
| | Member | | Join Date: Aug 2nd, 09
Posts: 76
| | Re: dbs_risers Quote:
Originally Posted by SPYCHECK Looks... Alot better than mine, lol. | Don't put yourself down like that. It's only your first time as you said and people who have done it for a while are naturally going to better at it. Just keep up at it and you will get better over time. | 
01-04-2010, 10:40 PM
|  | Member | | Join Date: Jan 3rd, 10 Location: Spycheck Ville, Washington
Posts: 76
| | Re: dbs_risers Quote:
Originally Posted by Power and Glory Don't put yourself down like that. It's only your first time as you said and people who have done it for a while are naturally going to better at it. Just keep up at it and you will get better over time. | I just need to make moving platforms and I'm making another release. | 
01-11-2010, 06:04 AM
|  | Server Subscriber | | Join Date: May 25th, 09
Posts: 68
| | Re: dbs_risers Updated the map to b4. If this works properly, I'll probably manipulate rockets more in future maps. | 
01-13-2010, 01:27 AM
|  | Server Subscriber | | Join Date: May 25th, 09
Posts: 68
| | Re: dbs_risers Updated to b7. There's been a lot of changes in this one and this map is getting close to finished in my opinion. The only major changes after this will likely be related to the detonator. | 
01-13-2010, 02:56 PM
|  | Community Regular | | Join Date: Sep 8th, 09
Posts: 80
| | Re: dbs_risers | 
01-16-2010, 03:55 AM
|  | Community Regular | | Join Date: Dec 31st, 09
Posts: 42
| | Re: dbs_risers Looking forward to this getting added to the rotation. The only thing I like more than nukes is nuke orbits.
I like how the path of the nuke is straighter when going from one side to the other. It doesn't arc like it tends to with the solid ground maps so its easier to get up to speed. Would be good for newer players getting their timing down, and a great confidence builder. And if you miss (assuming you strafe) you get a second chance with the orbit instead of a 'hit the ground boom your dead'. | 
01-17-2010, 09:19 PM
|  | Community Regular | | Join Date: Sep 8th, 09
Posts: 80
| | Re: dbs_risers Just played this map on the speed dodgeball server and I heard a lot of complaints about how slow the rounds are.
Maybe there should be a pizza-like time limit and have the countdown starting at 5 seconds. | 
01-17-2010, 09:39 PM
|  | Server Subscriber | | Join Date: May 25th, 09
Posts: 68
| | Re: dbs_risers I'll probably speed up the counter and nukes. I don't really think it's fair to punish people for playing well though. The only reason I had a game ender on pizza was because I had no way of managing orbits. I'll try to do more work to speed up the map though. Any suggestions would be helpful.
Edit: Also, on b8, the nukes weren't speeding up with each new one. This has been fixed in b9. | 
01-18-2010, 12:01 AM
|  | Community Regular | | Join Date: Sep 8th, 09
Posts: 80
| | Re: dbs_risers Alright good to hear.  | |
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