Kyleball development

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    Hugo
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    Kyleball development

    Post by Hugo on Thu Apr 01, 2010 10:48 am



    Download the final version 3 kyleball map:

    http:// www.megaupload.com/ ?d=BL6F2T2Z

    Download mapfile (for developers) here:

    http:// www.megaupload.com/ ?d=4BJR9HAX

    Topic: http://playjka.netgoo.org/kyleball-info-discussion-f67/kyleball-version-3-download-t914.htm#4612




    KYLEBALL VERSION 2

    1. We're creating a tournament / league.
    2. Discover bugs for us, and give us new ideas please by posting.
    3. Enjoy the game, create teams, challenge each other.


    Zantus, Malak, Hugo, DarkDaemiser, Destroyer, Psychomatic, LoK.

    Additional option when it's a draw:

    Penalty shooting, first one to score wins (when the other fails to even it).

    To clear things up:

    When it's a 1o1 / 2o2 the goalkeeper is allowed to cross the field. He may still only use grip and jump in the goalcircle of his own goal. You can also choose to make the goaly use 'teamheal' then he will automatically become quite an offensive player
    (but he's still allowed to jump in front of the goal).



    LET'S PLAY: KYLEBALL!







    Download MAP + WALKTHROUGH + EXPLANATION
    (TEXTURE FIXED + MAPFILE)
    :


    http:// www.megaupload.com/ ?d=J152N2NJ


    Mapfile: http:// www.megaupload.com/ ?d=XL1QBLP7
    Kyleball2.pk3: http:// www.megaupload.com/ ?d=FN5CY9LZ


    Topics @ other websites:


    Force cfg's which can be altered (for defenders and goalkeepers):



    Light:

    seta forcepowers "7-1-033330000333002130"

    bind 2 "force_protect"
    bind q "force_absorb"
    bind 5 "force_healother"
    bind F1 "cl_noprint 1; exec dark.cfg; forcechanged; cl_noprint 0; wait; wait; KILL; wait; wait; echo ^5Light ^7Config Loaded"

    seta saber1 "dual_1"
    seta saber2 "none"

    Dark:

    seta forcepowers "7-2-032230333000331100"

    bind F2 "+force_grip"
    bind q "+force_drain"
    bind v "+force_lightning"
    bind F4 "force_rage"
    bind 5 "force_forcepowerother"
    bind F1 "cl_noprint 1; exec light.cfg; forcechanged; cl_noprint 0; wait; wait; KILL; wait; wait; echo ^1Dark ^7Config Loaded"

    seta saber1 "dual_1"
    seta saber2 "none"


    Other information:



    Map version 2 topic:
    http://playjka.netgoo.org/kyleball-info-discussion-f67/kyleball-map-version-2-download-coming-soon-t889.htm

    Known teams: Team Erectus [Te], Invad3rs, Crow Gaming, Team Newfie

    Map (version 1: http:// www.megaupload.com/ ?d=QVAHXTD4) made by: Zantus
    (also made [url=http:// www.megaupload.com/ ?d=Y7SAGB2A]bombardment[/url] and [url=http:// www.megaupload.com/ ?d=BT13YFGB]kanuuna[/url])

    Map (version 2: http:// www.megaupload.com/ ?d=9EANYWMH) made by Malak
    (also made: http://jediknight3.filefront.com/file/Terminative_3_Home;100072 and many more maps / models for t3).



    Last edited by Hugo on Fri Nov 04, 2011 11:11 am; edited 73 times in total


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    ZantuS
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    Re: Kyleball development

    Post by ZantuS on Thu Apr 01, 2010 11:38 pm

    Team Erectus ftw haha :D. We could use this topic to gather ideas for the map's and its rules' development.

    For example, there could be a variation which would be played with the Siege gametype. It would make strafejumping obsolete, so accurate passing would have a bigger role. Force speed could then be allowed, while force regen rate would be slower. I think these both variations could be played on the same map, with some editing. So, that would be kinda cool. I like to keep things simple.

    Don't forget to thank DD for the idea about tossing kyles around with saberdmgvelocity! :D

    E: And oh yeah, we definately have to have a tourney in this map :D. With 2vs2 we'd have plenty of teams, maybe even with 3vs3. Would be fun. :D
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    Re: Kyleball development

    Post by Kronos on Fri Apr 02, 2010 7:32 am

    omg that looks awesome.
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    Re: Kyleball development

    Post by Destroyer on Fri Apr 02, 2010 11:12 am

    Hugo sucks at kyleball, his tactics are noob, easy win!


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    Re: Kyleball development

    Post by Hugo on Fri Apr 02, 2010 11:19 am

    Destroyer wrote:Hugo sucks at kyleball, his tactics are noob, easy win!

    Sadly that might be true. But we'll still have to start with something :P


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    Re: Kyleball development

    Post by Destroyer on Fri Apr 02, 2010 11:21 am

    About:

    Agenda / Idea's

    - Kyleball League (ESL forums?).

    ->No, won't happen.

    - League website? Excel? Brackets? Design? Forums?

    ->Maybe

    - Tournament (3o3) 2010?!

    ->Yea would be nice.

    - Ask Peace, t3, TJA members to create teams.

    ->Yop!

    - A new map version is work on being done by Malak and Zantus.

    -> =)

    - Siege map, classes, specific abilities?

    ->No, pls don't make it too complicated and not ctf or siege like.

    - Test 2o2 settings more.

    ->Always.


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    Re: Kyleball development

    Post by Hugo on Fri Apr 02, 2010 11:23 am

    Totally agreed ::smile::


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    Re: Kyleball development

    Post by ZantuS on Fri Apr 02, 2010 8:55 pm

    I'm going to make a map with some different goal structures in it, join me in hamachi some time so we can choose the best alternative.

    Questions:
    1) Do you guys think the windows should be unbreakable? And should they be placed so that they would be in the same level with the walls, so that they wouldnt stop kyle? Personally, I like having it possible to shoot kyle onto the window. But yeah, having the breakable isn't necessary imo. What do you think?

    2) Be honest with me here: is the map too small? It would take some work to resize it but if it really needs to be done, then oh well. We can compensate the possible lack space by altering the settings though.

    3) Should there be other rooms? If so, of what kind? Stands?

    4) Is the damage delivered to other players OK? It can be reduced by decreasing saberdmgscale while increasing saberdmgvelocityscale.


    Last edited by ZantuS on Fri Apr 02, 2010 11:56 pm; edited 1 time in total
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    Re: Kyleball development

    Post by Psycho'somatic on Fri Apr 02, 2010 11:35 pm

    For the goal, I would just use a trigger hurt covering the entrance (or just behind w/e), then there can be no arguments as to who's scored or if a person has to kill themselves.
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    Re: Kyleball development

    Post by ZantuS on Fri Apr 02, 2010 11:55 pm

    Yeah, that was one of my 2 solutions. The other would be like this: . In the structure that picture shows it's not always very clear if it's a goal or not. So the one you suggested will probably be the best. (I'll miss the kylekill-button though Sad()
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    Re: Kyleball development

    Post by Hugo on Sat Apr 03, 2010 12:05 am

    Questions:
    1) I personally don't mind. But if there's being played matches. It might make it all less messy :P
    2) The size is fine, especially with the new running settings and all.
    3) Hm, big glass area instead of walls! so that people can watch! ::emo:: nah j/k. I don't know.
    4) The damage is okay I believe, though you might indeed decrease it a bit. As sometimes it's an insta kill.


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    Re: Kyleball development

    Post by Destroyer on Sat Apr 03, 2010 3:00 am

    Idea:

    - Goalkeepers should be allowed to use jump in 2on2, 3on3 etc too because it makes it possible to save balls that are shot at higher parts of the goal and grip just won't react most of the time at this speed.

    - Velocity 4 for all games, it's just much more fun imo.


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    Re: Kyleball development

    Post by Hugo on Sat Apr 03, 2010 3:42 am

    Destroyer wrote:Idea:

    - Goalkeepers should be allowed to use jump in 2on2, 3on3 etc too because it makes it possible to save balls that are shot at higher parts of the goal and grip just won't react most of the time at this speed.

    - Velocity 4 for all games, it's just much more fun imo.

    How are you gonna keep the goalkeeper to jump at his goal only?
    Wasn't the whole point of using velocity 3, that it will not become 'bouncing the kyle around'and that we don't have to run as much --> balance?

    scratch


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    Re: Kyleball development

    Post by Psycho'somatic on Sat Apr 03, 2010 3:43 am

    Destroyer wrote:

    - Velocity 4 for all games, it's just much more fun imo.

    That would make it too easy, you can already hit it really far at velocity 3. I really don't think the velocity needs changing.
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    Re: Kyleball development

    Post by Destroyer on Sat Apr 03, 2010 5:55 am

    How are you gonna keep the goalkeeper to jump at his goal only?

    I dunno but goalkeeper is not allowed to go into the other half of the field, so it is not that big problem if the goalie jumps around in his field. Usualy the goalkeeper stays at his goal to protect it anyways...


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    Re: Kyleball development

    Post by Hugo on Sat Apr 03, 2010 6:27 am

    Destroyer wrote:How are you gonna keep the goalkeeper to jump at his goal only?

    I dunno but goalkeeper is not allowed to go into the other half of the field, so it is not that big problem if the goalie jumps around in his field. Usualy the goalkeeper stays at his goal to protect it anyways...

    Mwyeah, aight. We could use that then. Though it's easier to say 'no jump at all!!'. But yeah. we could.


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    Re: Kyleball development

    Post by ZantuS on Sat Apr 03, 2010 6:41 am

    There's a loophole in that exception. The goalie would totally rule his side with strafejumping + g_speed 300...
    This might be a bit too complicated but what if the goalie was allowed to jump only if he started the jump from the goal area? I know, if we take this road, the rules will be a 500 page novel. But imo it would be good for the goalie to be allowed to jump. Dunno exactly how that would happen then.

    E: A possible solution: We COULD limit the goalie's area even further, making a new line to something like 1/4 of the length of the field.
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    Re: Kyleball development

    Post by Hugo on Sat Apr 03, 2010 6:56 am

    ZantuS wrote:There's a loophole in that exception. The goalie would totally rule his side with strafejumping + g_speed 300...
    This might be a bit too complicated but what if the goalie was allowed to jump only if he started the jump from the goal area? I know, if we take this road, the rules will be a 500 page novel. But imo it would be good for the goalie to be allowed to jump. Dunno exactly how that would happen then.

    E: A possible solution: We COULD limit the goalie's area even further, making a new line to something like 1/4 of the length of the field.

    Last solution might be better ye. What about the grip btw, can you grip a kyle which is outside the circle? but you are in. And can you jump out of the circle while using grip, can you boost someone with a saber, while he holds the grip?

    ...


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    Re: Kyleball development

    Post by ZantuS on Sat Apr 03, 2010 7:53 am

    The first version of the rule was: you can grip kyle while it is in the goal area. That works well until catching kyle while it's in the air comes to question... What do you say if in addition to the first rule, you would be allowed to grip kyle when you're inside the goal area yourself AND the kyle is in the air.

    This would even encourage goalies to stick to their goals: say, goalie is a bit outside the goal area and someone shoots a not-so-fast high shot that goes over the goalie towards the goal - the goalie would surely be tempted to save it with a quick grip, but he wouldn't be allowed to, since he wasn't inside the goal area. Goalies would want to spend their time in the area from where they can grip dangerous, higher shots.
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    Re: Kyleball development

    Post by Hugo on Sat Apr 03, 2010 8:56 am

    ZantuS wrote:The first version of the rule was: you can grip kyle while it is in the goal area. That works well until catching kyle while it's in the air comes to question... What do you say if in addition to the first rule, you would be allowed to grip kyle when you're inside the goal area yourself AND the kyle is in the air.

    This would even encourage goalies to stick to their goals: say, goalie is a bit outside the goal area and someone shoots a not-so-fast high shot that goes over the goalie towards the goal - the goalie would surely be tempted to save it with a quick grip, but he wouldn't be allowed to, since he wasn't inside the goal area. Goalies would want to spend their time in the area from where they can grip dangerous, higher shots.

    True, so then enlarge the boalcircle and not apply the jumping rule or?


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    Re: Kyleball development

    Post by suPeerOke on Tue Apr 06, 2010 4:52 am

    Where can I play it?

    Btw, we, crow.Gaming would be a Team for the Kyleball cup ::wink::
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    Re: Kyleball development

    Post by Hugo on Tue Apr 06, 2010 6:16 am

    suPeerOke wrote:Where can I play it?

    Btw, we, crow.Gaming would be a Team for the Kyleball cup ::wink::

    Check the ESL forums again or the 'terminative 3 servers' page @ the navigationbar (right @ portal).
    On the terminative 3 public server you can play it. If you got a team, post here:

    http://playjka.netgoo.org/let-s-play-kyleball-teh-new-jk3-soccer-c12/ -> teams and matches.


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    Re: Kyleball development

    Post by Hugo on Tue Apr 06, 2010 7:00 am

    Alright so we'll allow the goalkeeper to jump in his circle (jump force 1 or 2 points, not 3).
    The enlarging of the goalcircle btw isn't that much needed.


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    Re: Kyleball development

    Post by Hugo on Wed Apr 07, 2010 6:43 am



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    Re: Kyleball development

    Post by ZantuS on Tue Apr 20, 2010 6:23 pm

    Where's the .map?

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