RACE - Mad Gulch

For posting your maps.
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Socio
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RACE - Mad Gulch

Post by Socio » Fri 19 Feb , 2016 10:03 pm

TFW. you're a powerful warlord and need to chase down your escaping wives, but there are these potato-skilled racers jamming the way with their mediocre Hellbender maneuvering~

To be done soon~

http://www.mediafire.com/view/a2ttr2yqt ... review.jpg
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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iRobot
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Re: RACE - Mad Gulch

Post by iRobot » Fri 19 Feb , 2016 10:42 pm

Looks awesome, I like the brown part.

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Socio
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Re: RACE - Mad Gulch

Post by Socio » Fri 26 Feb , 2016 9:15 pm

Beta version is on the server now. Already noted down some things I'll might modify, will be posting a normal download link once I'll get a few more games played to be sure to those changes.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Socio
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Re: RACE - Mad Gulch

Post by Socio » Tue 01 Mar , 2016 1:18 pm

If anyone has some ideas about what to improve/change, write them down and I'll see what I can do. Currently done:
-Changed the spawns to a more standard 2-floor garage style.
-Map has Scorpions only (HP from 750 to 1000).
-Goliaths swapped to Mantas (HP on all reduced to 200 and respawn delay to 120)
-Added landmines for more hazard on the road (was not really into adding those as I know they can be glitchy, but there wasn't much alternative)
-Oil pits hazards.
-Number of objective reduced to 11 (from 15, got to keep the odd number for no loldraws).

And

Code: Select all

> Exediron: Is this any good?
> DaveTheBarbarian: not really
> britany_spears: ich wiess nicht
> Exediron: Calypto told me it was like an iPhone6
> dgls..:LLS:.: needs more spawn points
> DaveTheBarbarian: he was right
> (RTO)>Drive!<: it needs some tweaking yeah
> GAME_OVER left the game.
> britany_spears: ach, ganz gut
> Exediron: But you can't trust anything that Trump-lover says
If you really think this map is pure garbage Calypto then just write it down, what's wrong and I'll try to improve what I can =SS
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Calypto
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Re: RACE - Mad Gulch

Post by Calypto » Tue 01 Mar , 2016 6:52 pm

fuck you guys

Sent from my iPhone

taries
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Re: RACE - Mad Gulch

Post by taries » Thu 14 Apr , 2016 8:33 pm

Bugs I noticed:
1)You can spawn in enemy base when using teleporter
2) death by mines bugs you, you have to suicide after, otherwise you stay glitched and can shoot

Suggestions: I would decrease Scorps HP to 300, since now you can farm at end killing ppl and then score with their scorps, since they got enough hp to surive deemer

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Exediron
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Re: RACE - Mad Gulch

Post by Exediron » Wed 20 Apr , 2016 10:33 pm

I'd just like to say that I approve of the added hazards, and I think now it's more difficult for n00bs to score.

We all hate it when n00bs score, right?

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iRobot
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Re: RACE - Mad Gulch

Post by iRobot » Thu 21 Apr , 2016 2:49 pm

It's great when noobs score, because it could have been me.

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