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Re: Check point system Converted maps
Posted: Sat 19 Apr , 2014 9:26 am
by darkelf
Map pack 2:
Change Log(4/19/2014)
HotRace:
-Blocking volumes removed.
-Checkpoint system implemented.
-Static meshes on roof lowered. (They were floating)
-Loading Screen and Screenshot added.
Wicked Sick:
-Blocking volumes removed.
-Checkpoint system implemented.
-PreRace vote volume added. Previous time reduction volume removed.
-Loading Screen added.
Warmachines(multi and mixed):
-Blocking volumes removed.
-Checkpoint system implemented.
-Loading screen added.
KvW Race Town(day and night):
-Blocking/kill volumes removed.
-Checkpoint system implemented.
-Loading Screens added.
Download:
http://www.mediafire.com/download/74mer ... pPack2.zip
Re: Check point system Converted maps
Posted: Sat 19 Apr , 2014 5:30 pm
by Earl_Vencar.:LLS:.
Download:
https://www.mediafire.com/?8rumrsq81nqqbkx
HeavenRace, Hydroponic, RustyBlood, SprintRace and Volcano now have loading screens and screenshots (thanks again Elfy).
Also included:
SunPyramid (Standard and Atlas)
- Checkpoints implemented, blocking volumes removed, loadingscreens/ss added.
VyperTrack
-Checkpoints implemented, loadingscreen added.
Re: Check point system Converted maps
Posted: Wed 23 Apr , 2014 4:32 am
by darkelf
Map pack 3:
Change Log(4/22/2014)
Industrial Race:
-Checkpoint system implemented.
-Loading Screen added.
PWC Xmas:
-Blocking volumes removed.
-Checkpoint system implemented.
-Loading Screen added.
PWC Great Race:
-Blocking volumes removed.
-Checkpoint system implemented.
-Loading screen added.
RoadRage:
-Blocking/kill volumes removed.
-Checkpoint system implemented.
-Loading Screen and screenshot added.
Shit Race:
-Blocking volumes removed.
-Checkpoint system implemented.
-Loading Screen added.
Stadium Race:
-Blocking volumes removed.
-Checkpoint system implemented.
-Loading Screen and Screenshot added.
Hybrid Bender Race:
-Loading Screen and Screen shot added.
Note: I felt no need to checkpoint this map. Hybrid bender is just not worthy of a check point system.
Download:
http://www.mediafire.com/download/c54cb ... pPack3.zip
With this last pack done all maps on server should have been converted. Please report any bugs or problems you may encounter.
Re: Check point system Converted maps
Posted: Wed 23 Apr , 2014 8:33 pm
by Earl_Vencar.:LLS:.
Just wondering about Sun Pyramid and Vyper - they've been deleted from the server list, but the updates are not available (the other maps have been updated, so I guess they just aren't set on the list?).
Thanks
Also, you forgot C&C Elfy

Re: Check point system Converted maps
Posted: Wed 23 Apr , 2014 8:49 pm
by Azarael
You guys should really be given upload access in my opinion. Will fix now.
Re: Check point system Converted maps
Posted: Wed 23 Apr , 2014 9:53 pm
by iRobot
Decision to remove blocking volumes not a good one. You can exploit to pretty much anywhere now and hinder the progress of people who have traveled legitimately.
Re: Check point system Converted maps
Posted: Thu 24 Apr , 2014 12:41 am
by bOnO
There is a problem with Sunpyramid, it is impossible to complete obj 2, when you go to the ramp to 2nd obj, the first checkpoint stops you...
Removed from maplist until fixing.
Re: Check point system Converted maps
Posted: Thu 24 Apr , 2014 1:40 am
by darkelf
iRobot wrote:Decision to remove blocking volumes not a good one. You can exploit to pretty much anywhere now and hinder the progress of people who have traveled legitimately.
Most maps don't have this problem. However I'm aware of a few that should be fixed. Derby, coaster ... Pretty much all emp maps. Any others I'm missing?
Also this system now gives a chances for people smart enough to take advantage and get to an area that is only going to be useful to prevent someone from getting obj. In time I have a feeling this will work its way out and people will become aware and it will just add complexity to an already extremely easy game type.
As far as how I intend to fix these problems.. I plan on placing checkpoint volumes for future objs in the places where people are exploiting. This will make it so that if they do short cut which usually requires doing some kinda jump they will hit the volume that's in the air and get reset. Already did this for some maps. When I was converting them I tried to be tactful in what blocking volumes could be removed with little to no ill side effects. I'm pretty sure the maps your talking about are the emp maps.
Re: Check point system Converted maps
Posted: Thu 24 Apr , 2014 2:30 am
by Calypto
Be warned that this is a change in gameplay that many will not welcome.
Re: Check point system Converted maps
Posted: Thu 24 Apr , 2014 3:26 am
by darkelf
Calypto wrote:Be warned that this is a change in gameplay that many will not welcome.
Wow your title of "filthy cheater" makes this comment seem so useless haha.. but
I agree its not something most will welcome. There are a few maps that this is happening on most of which like I said are emp. EMP is cool but on the other hand it can be one of the most annoying weapons in the game(whole different discussion).
Let me make this clear as some how I haven't managed to make it clear.
I intend on fixing the maps where blocking volumes that have been removed are causing unintended side effects. Just give me some time. I just did the initial checkpoint implementation for all the maps. I have yet to actually see how it works in game play with a full server. I hear lots of cries and whines from those exploiting and getting sent back. So at least that part is working well!
Side thought.. since this game type is "RACE" maybe something like a time limit can be added to the race mod. You have x amount of time to reach a checkpoint. If you don't reach a check point by x amount of time passes your weapons become locked. This would fix the annoying people that skip ahead and camp/annoy players from previous objs or other camp spots and also prevent ragers/campers that intend to do nothing but sit outside spawn and camp.