Introducing GateHunt

For posting your maps.
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Socio
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Introducing GateHunt

Post by Socio » Fri 12 Jul , 2013 12:59 pm

GateHunt is something new for the RACE gametype to counter the boredom of driving the same one road over and over. The basic idea is, on a large piece of open terrain there is a dozen of gates that the players must drive through, the team that drives through most gates wins. Players start in one location which is centered in the middle of the area and gates activate one after another is done. Since gates are spreaded across the whole area players must drive offroad from one point of the map to another in order to reach the active gate and score a point for their team.

Anyways I hope this idea will work and below is the first map for this styled gameplay that I made (if people will like it, I'll produce more)
http://www.mediafire.com/?15ap8if8sh8053i

EDIT:
Updated link.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Azarael
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Re: Introducing GateHunt

Post by Azarael » Fri 12 Jul , 2013 1:17 pm

This sounds delicious. I can't wait to examine it.

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iRobot
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Re: Introducing GateHunt

Post by iRobot » Fri 12 Jul , 2013 1:28 pm

Is there some mechanism to stop people sitting at one gate waiting for it to 'activate'?

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Socio
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Re: Introducing GateHunt

Post by Socio » Fri 12 Jul , 2013 2:00 pm

iRobot wrote:Is there some mechanism to stop people sitting at one gate waiting for it to 'activate'?
Nope, but 25 objectives, makes camping at one quite ineffective.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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iRobot
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Re: Introducing GateHunt

Post by iRobot » Fri 12 Jul , 2013 2:02 pm

True but 20+ players, some people will just sit at a gate, which will ruin it for the others.

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Socio
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Re: Introducing GateHunt

Post by Socio » Fri 12 Jul , 2013 2:10 pm

iRobot wrote:True but 20+ players, some people will just sit at a gate, which will ruin it for the others.
You need a TWB to complete the objective and there is only 6 of them per team. Anyways I dont have any idea how to fix it that wouldnt require some anti-camp mutator :|
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

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Azarael
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Re: Introducing GateHunt

Post by Azarael » Fri 12 Jul , 2013 2:15 pm

When a gate activates it should emit a blast which knocks back targets within a certain range.

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iRobot
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Re: Introducing GateHunt

Post by iRobot » Fri 12 Jul , 2013 2:20 pm

Socio wrote:
iRobot wrote:True but 20+ players, some people will just sit at a gate, which will ruin it for the others.
You need a TWB to complete the objective and there is only 6 of them per team. Anyways I dont have any idea how to fix it that wouldnt require some anti-camp mutator :|
Only 6 vehicles, hmm

Those SOLs

;'D'D

Sorry, it sounds like im just being overly critical but just trying to help.

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Socio
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Re: Introducing GateHunt

Post by Socio » Fri 12 Jul , 2013 2:28 pm

Azarael wrote:When a gate activates it should emit a blast which knocks back targets within a certain range.
This is a possible action to add to a scripted trigger, spawning a Redeemer at the gate to slay potentail campers, though will also need a bit of a time delay to the objective becoming active.
iRobot wrote: Only 6 vehicles, hmm

Those SOLs

;'D'D

Sorry, it sounds like im just being overly critical but just trying to help.
I know you hate it.
What was I thinking, trying to create something new to RACE, should have stick with flat, linear tracks with 3 objectives (ok
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good

iZumo
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Re: Introducing GateHunt

Post by iZumo » Fri 12 Jul , 2013 2:34 pm

Oh, I had actually thought that the gates are all active at once. I think just making a delay will do.

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