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RACE-ScorpionRace2

Posted: Tue 27 Feb , 2018 7:52 pm
by Earl_Vencar.:LLS:.
Decided to return and spend some of my little spare time improving the map bank on the server. Got ideas for two original maps, upcoming, and another remake.

One map that I wanted to include was ScorpionRace2 - the trial map that without nitrovehicles takes forever, but with the additional speed could turn into quite a nice race. Little modifications would need to be made. Unfortunately the mapper decided to delete all the BSP before saving; if there's a way of copying the BSP into a new map, I would be grateful. If not, then what little modifications I can do without building the map will be done. It means the lighting will remain a little too bright, but I can re-texture (a form a therapy with so much to do) and add the nitrovehicles. No idea when I can get a version onto the mod server, but I'll keep in touch.

Re: RACE-ScorpionRace2

Posted: Tue 27 Feb , 2018 8:02 pm
by iRobot
I played this map on Downer Trials only the other day. It's a decent track :)

Re: RACE-ScorpionRace2

Posted: Wed 28 Feb , 2018 10:44 am
by Earl_Vencar.:LLS:.
  • Vehicles changed to trial scorpions. Makes the track more challenging.
  • Added time after the first three objectives. Currently five minutes per obj, thinking about changing this to 7 or 8.
  • Skaarj deleted.
Only thing left to ponder now are the physics volumes causing speed. With practice it is relatively simple, but it will frustrate players.

Will be tested later, hoping for a server upload this evening.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 11:17 am
by Earl_Vencar.:LLS:.
Because of the nature of the map, I'm going to trial having four objectives open at the same time. I think this might make the map more enjoyable.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 11:55 am
by iRobot
If you do that, the map will need extensive checkpoints as the later tracks all overlap the earlier tracks, so big glitches likely.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 1:23 pm
by Earl_Vencar.:LLS:.
Possible with killzones, checkpoints won't work. Still taking server feedback about the map - if the length and style turns out to be unpopular, it'll be dumped.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 3:35 pm
by Satin
It's not as challenging as Ascent or blazing, keep it regardless, it offers another map option for us (never have too many fresh maps)

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 4:07 pm
by bOnO
However the "physics volumes causing speed" are highly frustrating, especially as they are placed before loops that need caution and not too much speed. I died like 10 times at the beginning of obj 3 I think, and yesterday night half of the players RQd here.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 4:48 pm
by darkelf
I think that any changes to physics volume gravity settings would require a full rebuild. If it does the map is quite simple that the bsp could be rebuilt, but would take several hours. I assume you couldn’t find any older versions of this map that were not ruined by stupid map protection?

However I understand the concept of possible dropping project. The general population seems to get really frustrated with physics gravity volumes effects on cars( just look at play counts on scorpcoaster and sonofthecoaster). They also hate how the camera view gets all screwed up when cars go upside down.

Re: RACE-ScorpionRace2

Posted: Thu 01 Mar , 2018 4:49 pm
by Earl_Vencar.:LLS:.
Physics volumes causing speed now removed, as they actually aren't needed with the nitrovehicles. Uploaded and tested: works.

The rest of the volumes work correctly and can stay. I don't think the map will get many plays, but as it's map number 131, might as well keep it.