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InsideQC Forums • View topic - Quake Soccer

Quake Soccer

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Postby ceriux » Wed Apr 22, 2009 5:33 pm

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Postby leileilol » Wed Apr 22, 2009 6:36 pm

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Postby Orion » Wed Apr 22, 2009 7:32 pm

First post updated. Patch released!

04/22/2009 Changelog:
Added strong kick: Get close to the ball w/o touching it, then press your fire button. You ball will go much faster than simply touching it, but your kick may go sideways, it's not 100% precise.
Stamina will now be shown on armor display.
The goalkeepers will try to tackle the ball if the ball is going too fast.
The bots will also try a strong kick to the goal.
Tackle (only goalkeepers), headbutt and kick animations added.
Added headbutt: if the ball hits you above your eye level, it will go slightly faster that hitting other parts of your body, and may go down.
Added 2 new impulses: one for kicking all bots and another for resetting the goals (turn into 0x0).

Goalkeeper tackling
Image

:wink:
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Postby Trickle » Wed Apr 22, 2009 10:16 pm

Image
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Postby scar3crow » Sat Apr 25, 2009 5:19 pm

Made a map for it, ripping off The Gloom Keep, its called The Goal Keep. Get it here: http://www.inside3d.com/scar3crow/maps/ ... occer1.zip

Screenshots:
Image

Image

Should play about the same as the field is the same width and length, though the goals are larger and there's more in general to look at.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby ceriux » Sat Apr 25, 2009 6:18 pm

cool, i downloaded it. is anyone hosting this mod for multiplayer?
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Postby Orion » Sat Apr 25, 2009 7:24 pm

Also, I updated the first post a few time ago with a little patch which improves the goalkeeper AI. :wink:

EDIT: When hosting an online server, we can do a kind of tournament. Also, there's a little thing I should put on this mod when I get some time. You enter as spectator mode, and press 1 to enter on blue team and 2 for red team, just like in TF. :)

And, the tournament could be like this: We form teams with 4 players each, and there are 2 modes of tournament: deathmatch and points.

The teams would be like a clan, it doesn't matter if that team plays on blue or read teams.


Let's suppose that 8 teams are playing. On deathmatch it would be like this:

There are 2 groups of 4 teams each.

Group 1:
Team 1
Team 2
Team 3
Team 4

Group 2:
Team 5
Team 6
Team 7
Team 8

On Group 1, Team 1 will play with Team 4, and Team 2 with Team 3.

Once a team loses a match, it's eliminated from the tournament.

So, if Team 1 beats Team 4 and Team 2 beats Team 3, Team 1 and Team 2 will play against the 2 other teams from Group 2, it's the semifinal.

For example Team 1 vs Team 5, and Team 2 vs Team 6.

Team 1 beats Team 5, and it will play with the winner of the other match on the final match.
Team 2 beats Team 6.

So the final match would be Team 1 vs Team 2. And from there, we know the champion!


And on points system, it would be like this:

The 8 teams will play 2 times against each other, in a turn and return. A victory will give the team 3 points on the scoreboard, a tie will give 1 point for each team and a defeat won't give any point.

After all matches end, the champion is the team that, obviously, is the first placed on the scoreboard. But wait! What if 2 teams have the same number of points?!? If that happens, the team which have most victories wins. What if the tie still persists? Then we go for goal ratio.
Goal ratio is the difference of goals a team have on a match. For example, if a team is winning the other by 5x0, so Team 1 will have 5 goal ratio, and Team 2 will have -5! And that are added or subtracted along the tournament.


EDIT 2: First post re-updated, you now enter as spectator mode, and press a number to join a team.

Image
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Postby CocoT » Sun Apr 26, 2009 2:06 pm

- New location: Update your bookmarks!
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Postby Supa » Sun Apr 26, 2009 2:38 pm

scar3crow: The recessed sides of the goal posts need to be clipped off - the goalie bots tend to get stuck on the corners after a dive:

Image

For what's supposed to be a learning experience, it's a nice map. :)
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Postby CocoT » Sun Apr 26, 2009 2:53 pm

I think one of those screenshots should make it to the pic of the day :)
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Postby Spirit » Sun Apr 26, 2009 5:47 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Error » Sun Apr 26, 2009 6:06 pm


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Postby Orion » Sun Apr 26, 2009 6:20 pm

scar3crow, although your map is pretty nice, it's still not large enough, but I'm not saying it's unplayable.
To have a better gameplay, it must respect the field size in the image below:


Image

The total map size doesn't matter, it's the field size that must be as close as possible to that numbers. :)

EDIT: The field size is according to the map's white lines. :wink:
Last edited by Orion on Sun Apr 26, 2009 6:26 pm, edited 1 time in total.
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Postby Trickle » Sun Apr 26, 2009 6:23 pm

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Postby scar3crow » Sun Apr 26, 2009 6:56 pm

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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