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Re: Race-HydroponicGarden
Posted: Tue 07 Jan , 2014 6:00 pm
by bOnO
OK, I understand.
Re: Race-HydroponicGarden
Posted: Tue 07 Jan , 2014 9:40 pm
by Earl_Vencar.:LLS:.
Update:
https://www.mediafire.com/?9n20bflvda9vk5x
The issue looks to be fixed. I deleted the needless garage at the end and replaced the ramp. The arrows have been modified (there were a lot sticking in strange directions ... dunno what happened there?!), and I've also added a few more movers to spicen things up.
The trees look a bit bare now that the Christmas directions have been taken down

Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 10:05 am
by Socio
I took the map down for the time being, until the issues with the map will be fixed. Too many people started being aware of the jump down to the first objective glitch (simple fix with a killing volume) + people camping and waiting on the roads to get a head-start to next objective (forced respawn after every objective or road redesign).
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 10:45 am
by Earl_Vencar.:LLS:.
Ok, I'll fix it up later. Need to change those brutal movers too!
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 11:41 am
by iRobot
Is this the map without vehicle garages?
It really needs them. If a solscorp gets ahead it's impossible to catch up, which is probably why people just wait for the next objective.
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 11:48 am
by Earl_Vencar.:LLS:.
There are five objectives: the two longer ones have vehicle garages. The last objective I tried a garage on, but it just didn't work too well as an 'escape' scenario. For the other two I'm tempted to lower the points value down to five, instead of ten, although one of them is actually quite long, so maybe a garage would be better. I'll see.
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 12:57 pm
by darkelf
Earl_Vencar.:LLS:. wrote: I'm tempted to lower the points value down to five, instead of ten,
The typical point values on race maps on ldg most garage based objectives are 5 points and simple objects that require just one person are set any where from 5-1 points.
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 1:16 pm
by iRobot
If you add a killvolume for the glitch, make it crash your client also.

Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 3:23 pm
by Earl_Vencar.:LLS:.
Just checking: ASForceTeamRespawn actor causes both teams to respawn? I did this wrong on HeavenRace and just need some clarification.
Edit: nevermind, I've tested and it does.
Re: Race-HydroponicGarden
Posted: Wed 05 Feb , 2014 3:51 pm
by Earl_Vencar.:LLS:.
File:
https://www.mediafire.com/?togllho5qakk0ry
Fixes/Updates:
- Killzone to block objective 1 exploit.
- Forced Respawn after objectives 1 and 4 (objectives 2 and 5 were the ones subjected to the camp problem; objectives 3 and 4 flow after each other, so forcing a respawn at those points would double the map length).
- Deleted those brutal movers on route to objective 4, and replaced further down the road with horizontal ones. Mover on route to objective 3 has also been altered.
- Objectives 1, 3 and 5 are now worth 5 points each. Objectives 2 and 4 remain 10 (I prefer the 10 for garage, 5 non-garage method. Just makes more sense to me). No chance of a draw game unless map is not completed.