Dodgeball
Posted: Sun Aug 26, 2007 4:22 am
Description
Nothing conditions the throwing arm and sharpens the reflexes like a good game of dodgeball. In order to keep the troops on their toes during training, the ball kills on impact.
Mod Attributes:
* [ Yes ] Gametypes Fixed
* [ Forthcoming ] Team Spawns Fixed
* [ No ] BSP Conversion
* [ Hell yes ] Weapons Balanced
* [ Yes ] Custom Sounds
* [ Not really ] Custom Models
* [ Yes ] Machines Added
* [ Yes ] System Linkable
The skin for the ball is a failure. If you'd like to skin the ball for this map, please PM me. Also see below.[/color]
Images:

The blinder engulfs an opponent in a ball of plasma, rendering him blind for 5 seconds.


Nice minimal HUD:

No weapons. Just balls. A hero will emerge on any given Sunday from this parking garage. The ball has the same physics as a grenade, so those of you who are skilled at sticking people should have a field day. If you're not so hot at throwing stickies, this game will make you much better! Collision below the knees does not seem to register. Aim for the upper torso for best results. To encourage a close-quarters game of accuracy, you can only hold one ball at a time. So make sure you are within your realistic hitting range before you toss, or you're hosed.
For defensive purposes, you start with two blinder balls. Conserve them for moments when someone is bearing down on you and there isn't a ball nearby. They do no damage, but if you stick an opponent with one, he will be blinded for 5 seconds. They travel 50% faster than the dodgeball, so you don't have to lead as much. Aim for the head/upper torso with these as well. If you stick someone at the waist, he'll be able to see through the flicker. It's also less effective from behind or from the side.
Be sure to set weapons to Map Default. If you don't like the blinders (they may induce lag), turn starting grenades off in your gametype.
All gametypes are fixed. Have you ever played CTF in a little open room? Try it. KOTH is a fun one, too.
The HUD is nice and minimal. A "1" means you have a ball, and "0" means you don't. Note that you'll automatically switch back to your blinders after you throw a dodgeball, if you still have any. Switch between blinders and ball with the black button, same as it ever was.
The only way to kill someone is with a dodgeball, with one exception: Melee with the bomb, skull and flag can be deadly, but only if you are airborne and you melee someone's head as you come down (this was a necessary consequence of eliminating cheap melee kills with the default "weapon"). The melee force for these objects has also been increased, so you can shove people aside if necessary. You can give people some serious air if you aim up while flag meleeing.
Bugs/Features/Things that suck:
-The dodgeball skin! Yuck. I hate the soccer ball skin. I had no success skinning it though. If you think you can do a decent job skinning the soccer ball in a way that looks good and doesn't lag or freeze the game, please PM me. I'll be happy to put a good skin in the map and give you credit if it passes my rigorous QA
. I believe the ball size is 1/16 the regular soccer ball size, which makes the model look nice and round. For the plasma grenade model, I think it's 4X.
- Sounds were injected in WMA format instead of Xbox ADPCM. WMA is an inferior format for dynamic action but is vastly easier to export/manipulate/import. I should make a tutorial about that. Anyway, it's a tad bootleg sometimes on quick sequential ball bounces. But I got that dodgeball sound, and I didn't even have to go on a homicidal rage in the process.
- The Territories gametype is busted. Luckily, no one plays that gametype. It wouldn't work well on such a small map anyway.
- Flag sounds are slightly funky. No big deal.
- Other weapons do not work on this map. I've done odd things to the biped health, and some guns freeze the game entirely, possibly due to corrupted sounds. So it's dodgeball only. If people really like this map and want to play regular games on it, hassle me and I'll see what I can do. I'd be surprised if that happens though.
- A ball in motion will kill you, even if it has already bounced. I know that's not consistent with the rules. Luckily, the balls are rather "deflated," and collision below the knees doesn't matter. I could change this, but it would make the physics unrealistic and crappy looking.
- The ball has health, and your default weapon melee does enough damage to kill it. I intended for people to be able to swat the ball safely away, but in practice this is all but impossible.
Feedback is welcome.
Credits/Programs:
Soldier of Light and SnakeJKnight for [jmad] tutorials
DarkMetal for sound injection tutorial
xlRainlx for the Underbrush mod. The bouncy fuel grenades are what first triggered my interest in a dodgeball mod.
JacksonCougAr for his custom bump mapping tutorial, even though my skin ultimately failed
Halo2ST by TfAv1228
Entity 1.6 and 1.39 by Brok3n Halo. Indispensable.
Yelo by xbox7887 et al. Another godsend.
Model Resizer by r4ndom
Phmo Scaler by XZodia
Nothing conditions the throwing arm and sharpens the reflexes like a good game of dodgeball. In order to keep the troops on their toes during training, the ball kills on impact.
Mod Attributes:
* [ Yes ] Gametypes Fixed
* [ Forthcoming ] Team Spawns Fixed
* [ No ] BSP Conversion
* [ Hell yes ] Weapons Balanced
* [ Yes ] Custom Sounds
* [ Not really ] Custom Models
* [ Yes ] Machines Added
* [ Yes ] System Linkable
The skin for the ball is a failure. If you'd like to skin the ball for this map, please PM me. Also see below.[/color]
Images:

The blinder engulfs an opponent in a ball of plasma, rendering him blind for 5 seconds.


Nice minimal HUD:

No weapons. Just balls. A hero will emerge on any given Sunday from this parking garage. The ball has the same physics as a grenade, so those of you who are skilled at sticking people should have a field day. If you're not so hot at throwing stickies, this game will make you much better! Collision below the knees does not seem to register. Aim for the upper torso for best results. To encourage a close-quarters game of accuracy, you can only hold one ball at a time. So make sure you are within your realistic hitting range before you toss, or you're hosed.
For defensive purposes, you start with two blinder balls. Conserve them for moments when someone is bearing down on you and there isn't a ball nearby. They do no damage, but if you stick an opponent with one, he will be blinded for 5 seconds. They travel 50% faster than the dodgeball, so you don't have to lead as much. Aim for the head/upper torso with these as well. If you stick someone at the waist, he'll be able to see through the flicker. It's also less effective from behind or from the side.
Be sure to set weapons to Map Default. If you don't like the blinders (they may induce lag), turn starting grenades off in your gametype.
All gametypes are fixed. Have you ever played CTF in a little open room? Try it. KOTH is a fun one, too.
The HUD is nice and minimal. A "1" means you have a ball, and "0" means you don't. Note that you'll automatically switch back to your blinders after you throw a dodgeball, if you still have any. Switch between blinders and ball with the black button, same as it ever was.
The only way to kill someone is with a dodgeball, with one exception: Melee with the bomb, skull and flag can be deadly, but only if you are airborne and you melee someone's head as you come down (this was a necessary consequence of eliminating cheap melee kills with the default "weapon"). The melee force for these objects has also been increased, so you can shove people aside if necessary. You can give people some serious air if you aim up while flag meleeing.
Bugs/Features/Things that suck:
-The dodgeball skin! Yuck. I hate the soccer ball skin. I had no success skinning it though. If you think you can do a decent job skinning the soccer ball in a way that looks good and doesn't lag or freeze the game, please PM me. I'll be happy to put a good skin in the map and give you credit if it passes my rigorous QA

- Sounds were injected in WMA format instead of Xbox ADPCM. WMA is an inferior format for dynamic action but is vastly easier to export/manipulate/import. I should make a tutorial about that. Anyway, it's a tad bootleg sometimes on quick sequential ball bounces. But I got that dodgeball sound, and I didn't even have to go on a homicidal rage in the process.
- The Territories gametype is busted. Luckily, no one plays that gametype. It wouldn't work well on such a small map anyway.
- Flag sounds are slightly funky. No big deal.
- Other weapons do not work on this map. I've done odd things to the biped health, and some guns freeze the game entirely, possibly due to corrupted sounds. So it's dodgeball only. If people really like this map and want to play regular games on it, hassle me and I'll see what I can do. I'd be surprised if that happens though.
- A ball in motion will kill you, even if it has already bounced. I know that's not consistent with the rules. Luckily, the balls are rather "deflated," and collision below the knees doesn't matter. I could change this, but it would make the physics unrealistic and crappy looking.
- The ball has health, and your default weapon melee does enough damage to kill it. I intended for people to be able to swat the ball safely away, but in practice this is all but impossible.
Feedback is welcome.
Credits/Programs:
Soldier of Light and SnakeJKnight for [jmad] tutorials
DarkMetal for sound injection tutorial
xlRainlx for the Underbrush mod. The bouncy fuel grenades are what first triggered my interest in a dodgeball mod.
JacksonCougAr for his custom bump mapping tutorial, even though my skin ultimately failed
Halo2ST by TfAv1228
Entity 1.6 and 1.39 by Brok3n Halo. Indispensable.
Yelo by xbox7887 et al. Another godsend.
Model Resizer by r4ndom
Phmo Scaler by XZodia