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Introducing GateHunt

Posted: Fri 12 Jul , 2013 12:59 pm
by Socio
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.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 1:17 pm
by Azarael
This sounds delicious. I can't wait to examine it.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 1:28 pm
by iRobot
Is there some mechanism to stop people sitting at one gate waiting for it to 'activate'?

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:00 pm
by Socio
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.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:02 pm
by iRobot
True but 20+ players, some people will just sit at a gate, which will ruin it for the others.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:10 pm
by Socio
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 :|

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:15 pm
by Azarael
When a gate activates it should emit a blast which knocks back targets within a certain range.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:20 pm
by iRobot
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.

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:28 pm
by Socio
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

Re: Introducing GateHunt

Posted: Fri 12 Jul , 2013 2:34 pm
by iZumo
Oh, I had actually thought that the gates are all active at once. I think just making a delay will do.