Page 2 of 9

Re: RACE - HeavenRaceLLS

Posted: Mon 21 Oct , 2013 10:42 am
by Earl_Vencar.:LLS:.
Finally got round to cleaning this map up. Lighting is all fixed; redundant actors have been deleted; tidied up the objectives, and so on. I've also added a couple of slow-respawn, moderate health Raptors to mop up the inevitable SoloBenders (plus I think the map itself could be pretty fun to casually fly around).

I believe the FPS problem has been minimised by increasing the fog density - it comes at a slight visual cost, but that's really a non-issue.

File: http://www.mediafire.com/download/3jozk ... aceLLS.zip

Screenshots:
http://www.mediafire.com/?j72zekac308orpl
http://www.mediafire.com/view/p10prro6z ... qo8fgwc7hc

Re: RACE - HeavenRaceLLS

Posted: Mon 21 Oct , 2013 11:25 am
by iRobot
Thanks for map.

Having just played through it twice, I would suggest the following;

- More glitch proof. For example, you can drop onto the 4th track quite easily from the 3rd. Lots of shortcuts I noticed, remember nitro + jump can take you a great distance.
- More objects/barrels. This map suffers heavily from straight empty road syndrome. It needs fences, movers, barrels, anything to break up the monotony. Even adding holes in the road that you have to avoid without driving straight for 30 sec while watching TV will help.
- Anti solbender garage switches.
- Decreasing the height of the red spawn ramp. Blue has quite an advantage to that first objective due to a shorter jump/fall distance.
- A slow respawning dragonfly. The map is great for them (very open), and slow respawn will reduce any rage all the while giving pilots something to amuse themselves with outside of a craptor, and help fight sols/anyone who gets too far infront.
- Speaking of craptors, they are no use against hellbenders outside of ramming, which has been removed. Maybe add the raptors from AS-SkyRace instead.
- A door/gate to block access to objectives 1 and 2 once completed. 3 and 4 on the same road may confuse some people.
- Adding a 5th objective somewhere. Maps with even number of objectives always seem to end up with loldraw syndrome.
- Nitro pickups. Since vehicle pickups is on, and the map suffers from lots of long roads, having pickups that refill your nitro might be cool. One for Izumo.
- I don't have NV installed so I didn't have them, but give the benders a lot of HP.

Re: RACE - HeavenRaceLLS

Posted: Mon 21 Oct , 2013 3:57 pm
by Earl_Vencar.:LLS:.
Thanks for your feedback! I wrote a lengthy reply, but then my internet failed ...

I'm currently taking a look at the glitches and correcting them (visible blocking volumes/xfalling volumes should do it). I'll add some more barrels/jump sequences/fences at certain points (not a fan of movers). May add the solbender garages (if I figure out how they work ...).

I'm going to leave the spawns as they are, simply because the first objective has no weighting over whether you win the race or not - it's worth 5 points in comparison to the others' 10 points. The alternative is to get rid of that obj, lower the spawn ramp as you say, then leave the bridge down at the start - maybe.

I dislike the Skyrace Raptors immensely, but I agree that the Dragonfly would work well here (maybe via a teleporter to the roof). We'll see what everyone else thinks.

Re: RACE - HeavenRaceLLS

Posted: Mon 21 Oct , 2013 4:00 pm
by iRobot
I think some movers would be good, they help slow the pace down by creating bottlenecks where a few cars build up, helps combat.

The lifts will partially do that too though, I guess.

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 12:18 pm
by Earl_Vencar.:LLS:.
I think I will add in some movers to help break up the pace a little, thanks for the suggestion.

Almost completed the clean up now, but I have an outstanding issue I hope someone will be able to help me with. Basically I've added in the solobender garages with the appropriate movers, and these movers are also now placed at the entrance of each bridge and will appear once their respective objectives are completed. Now these are all working correctly, with a slight problem: they don't appear to block vehicles, and they should do, and I don't know why they don't. They block everything else.

Could the dimensions of the mover make a difference? Height: 325, Length: 625, Breadth: 20 (or a combination of these - I scaled up the breadth with the same result).

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 12:28 pm
by iRobot
You need to give them karma, I don't know where to how, but I have heard this term before. XD

Should be in mover properties somewhere, I would imagine.

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 12:31 pm
by darkelf
Earl_Vencar.:LLS:. wrote: Almost completed the clean up now, but I have an outstanding issue I hope someone will be able to help me with. Basically I've added in the solobender garages with the appropriate movers, and these movers are also now placed at the entrance of each bridge and will appear once their respective objectives are completed. Now these are all working correctly, with a slight problem: they don't appear to block vehicles, and they should do, and I don't know why they don't. They block everything else.

Could the dimensions of the mover make a difference? Height: 325, Length: 625, Breadth: 20 (or a combination of these - I scaled up the breadth with the same result).
collision problem. Make sure you got the mover set to block all collision. If that doesn't work in the static mesh browser set the mover to simple box collision true.

If it still doesn't work ill download map and see what I can do to help.

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 12:39 pm
by proof
In the Mover properties make sure you enable bBlockKarma in the Collision Section.
Also, if its a Mesh you created yourself then disable UseSimpleKarmaCollision in the StaticMesh Browser for this Mesh / put all of these Collision options on False.

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 1:00 pm
by Earl_Vencar.:LLS:.
Fixed! Thanks everyone. Should be able to post the map up later today

Re: RACE - HeavenRaceLLS

Posted: Tue 22 Oct , 2013 1:07 pm
by iRobot
Can't wait!