Introducing GateHunt
- Socio
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Introducing GateHunt
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.
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
- Azarael
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Re: Introducing GateHunt
This sounds delicious. I can't wait to examine it.
- iRobot
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Re: Introducing GateHunt
Is there some mechanism to stop people sitting at one gate waiting for it to 'activate'?
- Socio
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Re: Introducing GateHunt
Nope, but 25 objectives, makes camping at one quite ineffective.iRobot wrote:Is there some mechanism to stop people sitting at one gate waiting for it to 'activate'?
> 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
- iRobot
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Re: Introducing GateHunt
True but 20+ players, some people will just sit at a gate, which will ruin it for the others.
- Socio
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Re: Introducing GateHunt
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 mutatoriRobot wrote:True but 20+ players, some people will just sit at a gate, which will ruin it for the others.
> 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
- Azarael
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Re: Introducing GateHunt
When a gate activates it should emit a blast which knocks back targets within a certain range.
- iRobot
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Re: Introducing GateHunt
Only 6 vehicles, hmmSocio wrote: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 mutatoriRobot wrote:True but 20+ players, some people will just sit at a gate, which will ruin it for the others.
Those SOLs
Sorry, it sounds like im just being overly critical but just trying to help.
- Socio
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Re: Introducing GateHunt
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.Azarael wrote:When a gate activates it should emit a blast which knocks back targets within a certain range.
I know you hate it.iRobot wrote: Only 6 vehicles, hmm
Those SOLs
Sorry, it sounds like im just being overly critical but just trying to help.
What was I thinking, trying to create something new to RACE, should have stick with flat, linear tracks with 3 objectives
> 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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Re: Introducing GateHunt
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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