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Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 11:15 am
by darkelf
Yah that might just work. Hopefully when I get home I can finish up my changes today and get a worker version ready for server.

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 11:26 am
by iRobot
The spam comes from the way the bases join the track. If you didn't have that awkward launch ramp into drop through hole, it might not be so bad. It bunches everyone up.

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 1:52 pm
by darkelf
iRobot wrote:The spam comes from the way the bases join the track. If you didn't have that awkward launch ramp into drop through hole, it might not be so bad. It bunches everyone up.
To be fair .. What you and blob are saying is a ldg race map wide problem. Its the universal racing standard to design maps like this. Even in real life.. The beginning of a race, cars are packed together and bunch up into the first turn. I see the same thing happening here. Some people hate it others like it. Its up to the driver and there gunner to be the ones to make it through while the rest get taken out. Just like in real life race.. most experienced drivers know back off let the morons wreck on the first turn and then pass them all up.

Every single race map we have on server with the exception of a few(And for the some stupid reason someone is going to feel the need to list them all trying to make a point...) are made this way.

If you want this to be nerfed.. Might I suggest a mod to prevent weapons fire of any kind on any vehicle/foot until x amount of time has gone by.

____________
Use of global message of the following:
Match start! Weapons will unlock in 25 seconds!
Weapons will unlock in 15 seconds!
Weapons will unlock in 5 seconds!
Weapons unlocked!

With a server config ini listing all maps on server with a command to change the value time while in game if needed or directly through ftp or remote access whatever you guys use.

It works in tam... maybe it might be useful in race. It would also give mappers a lot more options for spawn with out having to worry about the initial mad rush out of base. It would also help prevent the need to have to edit all the maps on server that have this problem.

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 2:21 pm
by Earl_Vencar.:LLS:.
I've never viewed this as a problem at all in RACE. Sure, with the old attacker/defender racing system it wasn't ideal, as the defenders had no incentive to drive off. With the new system it just adds to the competitiveness, and sorts out the solo drivers.

@Elfy, I've sent you my finished version. Didn't bother with the rainbow walls, so just added a blocking volume to stop trigger spam. Other than that, I've added a second sun to brighten up the decor a bit more (can be deleted if not necessary), and added some more decor to prettify it. Oh, and one or two more rainbows in the sky.

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 2:31 pm
by darkelf
Earl_Vencar.:LLS:. wrote: Oh, and one or two more rainbows in the sky.
I'll make sure to add at least 10 more.. Totally needs it!

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 2:56 pm
by iRobot
I don't find it a problem. I just hit shield and drive on.

Just saying the cause of the pileup :P

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 4:02 pm
by Azarael
As long as noobs are playing, this will happen. There is nothing to be done about it.

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 4:46 pm
by darkelf
Map: RACE-RainbowRace

Download: http://www.mediafire.com/download/od17e ... owRace.zip

Change log:
Obj 1:
-The u-turn to get to obj has been removed. Not needed and caused obj to be incredibly open to attack.
Obj 2:
-The first u-turn has been shorted to reduce useless track drive time and to remove exploit.
-Obj area has been given a wall to help protect it.
-Movers have been added to make obj more difficult. (By Earl) I wouldn't have.
Obj 3:
-Obj area has been given blocking volumes to give cover for people at obj.
Overall:
-Skybox has been replaced with that of the one on mushroom kingdom. (100% better and the theme fits perfectly!) Earl added more rainbows. Lighting brightness has been reduced.
-Trees have been given special lighting so they look better and not so weird..Also trees have been added to help hide/cover objective garages.
-Fog beginning draw point has been increased out to 20,000 units. If this is to much let us know. Map isn't to demanding on computers so I think the fog is better set to be further away. That and having it start closer really effects the feel of the map/color.
-Banked turns have been tweaked to be smoother. (Less bouncing around)
-Landing zone has been been given neutral zone(God mode zone),The blocking volumes around the landing zone block all shots. So the only time you can kill/knock a player off is when you enter track area. (We will see how this plays out. I have a feeling it will be removed shortly.)

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 6:18 pm
by proof
Azarael wrote:As long as noobs are playing, this will happen. There is nothing to be done about it.
Oh and when "pros" play it this wont happen cause they will drive one after another without touching each others cars? Come on...

Re: RACE-RainbowRace

Posted: Thu 16 Jan , 2014 6:26 pm
by Azarael
Sure. When we played UnWheel on Ocean Run, the good players always pulled back and let the noobs wreck on the first hard left after the bridge. It's never a good idea to try to lead the pack if it's composed of noobs, because they'll either spam you with their weapons or rear-end you as you brake for a turn. The latter applies a bit less to RACE, because of how shit tire physics are in this game.