RACE-Cole-[IKS]Race Update

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coletay
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RACE-Cole-[IKS]Race Update

Post by coletay » Sat 14 Jan , 2017 3:31 pm

Alots been changed, fixed a lot of bugs made some things easier, changed the skybox, hidden the raptors, made it possible for alot more speed, make sure you check it out on LDG!

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This area is to get to the raptors.

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Earl_Vencar.:LLS:.
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Re: RACE-Cole-[IKS]Race Update

Post by Earl_Vencar.:LLS:. » Sat 14 Jan , 2017 4:56 pm

Got to be honest, the previous Skybox was better. Keep it at night with a plain black background - the black fog blends well, and the lights (around which the map revolves around) are more dynamic.
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Eiforia
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Re: RACE-Cole-[IKS]Race Update

Post by Eiforia » Sun 15 Jan , 2017 3:23 pm

I like new skybox) and new 'road' to raptors)
But... can timer be changed? ATM we play your map, Cole. And it's 39! min for object! So if people for example camp roof (i have 3 players from 6 on the server) we need to wait 40 minutes, if we will not be lucky enough and some FUbar will finish obj and we will have another 40 min for next? This is wrong imo.
Also what is respawn time for cars, which were not destroyed? Just we had a guy who was throwing cars out of base (shitter >:( ), i didnt see when he begun but cars were there down quite long time if a remember right.
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coletay
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Re: RACE-Cole-[IKS]Race Update

Post by coletay » Sun 15 Jan , 2017 8:36 pm

I can change the times, i think ive acidentally triggered an Extend Timer twice in one go as its only meant to add 15 minutes :)

Respawn time for cars that are not destroyed are automatic and cant be adjusted. :)

Thanks for the input guys.

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bOnO
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Re: RACE-Cole-[IKS]Race Update

Post by bOnO » Wed 15 Feb , 2017 5:46 pm

There is a problem with a few parts of the track: the first pipe going up to obj 2 is "sticky" and it's annoying. You slow th fuck down to enter it and sometimes stay stuck in it. Also landing upside down up there is not nice as you waste time to flip again...
The roads appearing to unlock the obj are all "ghost". If you're shot or rammed on these parts you fall through the road and die.
Also the road sides are very "sticky" too, dunno if you can do something about it.
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Re: RACE-Cole-[IKS]Race Update

Post by iRobot » Wed 15 Feb , 2017 7:08 pm

Put a delay on the final road opening up if possible pls, it's pretty boring to never have any chance at this obj because someone will wait for the way to open.

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coletay
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Re: RACE-Cole-[IKS]Race Update

Post by coletay » Wed 15 Feb , 2017 7:59 pm

Okay, ill put that into effect in the next update :)

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Den
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Re: RACE-Cole-[IKS]Race Update

Post by Den » Wed 15 Feb , 2017 8:16 pm

Did you put raptor to players spawn as Earl suggested or what did you do with them and roof?

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coletay
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Re: RACE-Cole-[IKS]Race Update

Post by coletay » Thu 16 Feb , 2017 1:50 pm

The raptors are hidden away , and need you to perform a set of trial jumps to get to it, starting from the roof to the blue track and through the teleport to some more trial jumps around one of the buildings, onto another building with a hidden teleport to the raptors on it, alot of people already know how to get to them. (It was actually Gunz's Idea for the Raptors)

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Re: RACE-Cole-[IKS]Race Update

Post by iRobot » Thu 16 Feb , 2017 2:12 pm

A Cicada would be better in all honestly as it's designed to be anti vehicle rather than a raptor which is mainly anti infantry and air, just tickling a hellbender. Never understood why people preferred to use Raptors in their maps.

A Cicada also has a second seat (rarely used) which makes it much more interesting and promotes minor teamplay.

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