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Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 4:54 pm
by iZumo
Afaik, StallZ and KillZ is primarily relevant to the zone, level info properties are used only when the zone fallbacks to level info.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 8:31 pm
by Earl_Vencar.:LLS:.
Well, changing the KillZ value does not move the red line at all; it's stuck on the default setting. The StallZ is working fine though.
Really strange, but it's more of an annoyance than anything. It just means for the first few objectives, if you fall off I'm not sure the upward acceleration of the bender can counteract gravity fast enough to avoid destruction. Though it probably can

Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Fri 11 Oct , 2013 4:56 pm
by bOnO
I could play for the first time this 3rd version yesterday and I don't like the changes.
The map is now too easy and too straight. If you take the lead and you are a good driver, there's no way you can lose because all the objectives are aligned.
So reverting the track to the previous version with the deleted blocking volumes and the music should do

Also if you could add holes here and there to make people fly more...
And thanks for your contributions

Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Fri 11 Oct , 2013 6:45 pm
by Earl_Vencar.:LLS:.
Yes, I definately agree and I'm planning on changing it around a little. I'm going to spend a few days on it. I'll cut the number of speed boosts, add some holes, blocks, etc. I'll take a look at the other HybridBenderRace and try and incorporate some bits and pieces here and there. Makes it a bit more challenging.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 13 Oct , 2013 9:50 am
by Earl_Vencar.:LLS:.
Version 4, and hopefully final:
http://www.mediafire.com/?5vbq1gnk5y2ebzq
I've completely revamped the map. Most of the speed pads are now either deleted, or redundant (used merely as a method of getting around the track quickly and are not primarily used for completing the objectives). These have been replaced by various obstacles: jumps, barriers, platforms, etc. Makes more use of the HybridBender to the point where you have to fly to complete most of the objectives.
I've also added couple of raptors behind a teleporter (I'd prefer something stronger, but I don't know the coding. If it were something stronger, I would delete the teleporter and make players fly to get their reward).
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 13 Oct , 2013 10:38 am
by iZumo
Raptors aren't team locked and also not protected from pushing out from the platform - I don't suppose that was intentional. There are some of the crappy "666 weapons" left (not sure if you intended to remove them or not, actually).
Then some details, like the bender spawners are too much on the ground etc.
And stronger aircrafts than raptor are currently on hold, due to bad reception from the playerbase.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 13 Oct , 2013 11:20 am
by Earl_Vencar.:LLS:.
Thanks. I've updated the link.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Mon 18 Nov , 2013 10:31 am
by darkelf
Map: RACE-666UltraHybridBenderRace[E1][REV]
Author: Original mapper-Anonymous, Converted/Revamped-Evil_Vancer and dark_elf
Download:
http://www.mediafire.com/?g49ulb0jqq65ob4
Change Log:
Overall:
-Attempted to do screenshot for map done in the way requested for new feature for loading screen. Hopefully I did it right.
-Basic clean up with lights and realigned a few bsp's that where not aligned.
-Removed secret areas/teleporters/666 weapons that have no purpose other then to look shinny.
-Placed deemer and raptor prison spawn in each base. (far corner)
Path1:
-Made holes in walls to give two alternate ways of doing path.
-Cleaned up messy bsp made it cleaner
-Removed some poles at last bit of obj that vehicles tend to get caught up on.
-Objs are now set to have vehicle be the trigger instead of pawn. With the exception of the tower obj.
Path2:
-Beginning portion walls have been converted to movers. After path 1 final obj is done they tilt down to make beginning part easier.
-Made holes in walls to give two alternate ways of doing path.
-Added gaps to long hill.
-Objs are now set to have vehicle be the trigger instead of pawn. With the exception of the gate door obj.
NOTE: No anti exploit was added to this map. This map is impossible to do such a thing without drastically ruining the concept of it. So consider this map a open playground. Get to obj however you wish.
Screenshots:

Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Mon 18 Nov , 2013 5:50 pm
by Azarael
No loading screen is present. Remember that if you myLevel one, it has to be called "LoadingScreen", should be 2048x1024 and should be applied to at least one surface in the map so that it will be saved.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Mon 18 Nov , 2013 6:07 pm
by darkelf
Azarael wrote:No loading screen is present. Remember that if you myLevel one, it has to be called "LoadingScreen", should be 2048x1024 and should be applied to at least one surface in the map so that it will be saved.
I thought it was grabbing it from what was set in level info screenshot. I'll do a quick fix.