StadiumRace

For posting your maps.
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KimiRäikkönen
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StadiumRace

Post by KimiRäikkönen » Thu 09 Dec , 2010 8:24 pm

First version (full of bugs, probably) available at:

http://www27.zippyshare.com/v/85397050/file.html

BenMesh02 > StaticMeshes folder
BenTex01 > Textures folder
benTex02 > Textures folder
HourIndusXUT2004 > Textures folder
LevelConfigManagerV2J > System folder
RACE-StadiumRace-V1 > Maps Folder
And racetex.utx > Textures Folder

http://www38.zippyshare.com/v/96747114/file.html

The filesize is so big since HourIndusXUT2004 is about 80 MB, but you might have it already since it's used in many maps.
Post any bugs/ideas here np.

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KimiRäikkönen
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Re: StadiumRace

Post by KimiRäikkönen » Fri 10 Dec , 2010 12:57 am

http://www19.zippyshare.com/v/30657433/file.html

V2 of StadiumRace
- Collision at spawn fixed
- Race countdown works now
- Still skips the 3rd round, so 4 rounds in total, Ill figure it out later 2tired now.

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Raven
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Re: StadiumRace

Post by Raven » Sun 12 Dec , 2010 10:01 pm

Hello,

can you have the files:

- HourPitores_UT2004
- TWBv5
- Racing
- racetex
- HourIndusX_UT2004
- LevelConfigManagerV2J

upload, for these fail me to use the map.

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bOnO
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Re: StadiumRace

Post by bOnO » Sun 12 Dec , 2010 10:22 pm

Links and decompression procedure in this thread.
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...

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Raven
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Re: StadiumRace

Post by Raven » Sun 12 Dec , 2010 10:32 pm

Biig Thx!

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Socio
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Re: StadiumRace

Post by Socio » Sun 26 Dec , 2010 10:12 pm

Played this map today. Kept driving into walls.
Not, because its hard. I just kept falling asleep at the keyboard.

Put some more obstacles on the roads, traps, barrels, lava pits, or change the road in each area since from what I have seen, each round is played in a new stadium (90% shure, though I didnt look at the map in the editor). It will make the map much more interesting and add more spice into the gameplay, since with the current version, once someone takes the lead its really impossible to outrun him (unless he fucks up somewhere, but with skilled players that barelly happens on a flat track).

Also, for the first obj. (the one that starts the countdown) you can use some standard trigger + scripted trigger instead of an AS obj.
> 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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KimiRäikkönen
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Re: StadiumRace

Post by KimiRäikkönen » Sun 26 Dec , 2010 10:25 pm

Socio wrote: Put some more obstacles on the roads, traps, barrels, lava pits, or change the road in each area since from what I have seen, each round is played in a new stadium (90% shure, though I didnt look at the map in the editor). It will make the map much more interesting and add more spice into the gameplay, since with the current version, once someone takes the lead its really impossible to outrun him (unless he fucks up somewhere, but with skilled players that barelly happens on a flat track).
I agree with you here, and thanks for posting some ideas. Havent had the time editing the map this week, so i'll be doing it next week np.
Socio wrote:Also, for the first obj. (the one that starts the countdown) you can use some standard trigger + scripted trigger instead of an AS obj.
Like what?

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Socio
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Re: StadiumRace

Post by Socio » Sun 26 Dec , 2010 10:47 pm

Some idea:
-Make in center of each team spawn a (H:16 OuterR:64) cylinder brush. Give it some fancy colours to make it look like a big button, or just put an info pod ("Stand here to activate the countdown", in both bases so it will require each team to activate it, therefore it wont give a head start to the people with faster connection).
-Put in center a trigger (collission radius same as the radius of the brush, bTriggerOnceOnly=True) that one of the players on both teams must touch, connect them both with a counter and connect the counter with the scripted trigger like you would with the standard AS obj.
> 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: StadiumRace

Post by Azarael » Mon 27 Dec , 2010 12:08 am

Should have just used terrain tbh

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Re: StadiumRace

Post by iZumo » Mon 27 Dec , 2010 4:29 pm

Kimi, can you set the RaceProxObjective contraint pawn class to Onslaught.ONSRV? So it doesn't break when the Nitro Vehicles get updated.

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