ts_speedway
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Re: ts_speedway
Posted by Pericolos0 on Sun Jul 25th at 9:14pm 2004


the beta:

http://www.radioactivelego.com/hosted/peri/ts_speedway_beta2.zip

********************************************************

yup its a ts map on moving cars just like in the matricks!!

enjoy~~smiley








still alot of things i wanna fix, like getting more varioation in the cars, the buildings etc




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Re: ts_speedway
Posted by Kage_Prototype on Sun Jul 25th at 9:19pm 2004


Oooh, nice concept. I like how you just stuck a fog on either end of thr road. If I had The Specialists I'd definately give it a go. [addsig]



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Re: ts_speedway
Posted by Crono on Sun Jul 25th at 10:11pm 2004


Looking ... good.

I've never seen a one way high way in my life, except on bridge systems. [addsig]




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Re: ts_speedway
Posted by |=Tarosek=| on Sun Jul 25th at 11:59pm 2004


How did you get the level to scroll like that? I can't seem to do it...



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Re: ts_speedway
Posted by Kage_Prototype on Mon Jul 26th at 12:05am 2004


? quote:
How did you get the level to scroll like that? I can't seem to do it...


Use a func_conveyor with a texture that has "scroll" in it's name. [addsig]




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Re: ts_speedway
Posted by ReNo on Mon Jul 26th at 12:07am 2004


Or use func_trains that teleport back to the start and repeat their movement, if you want moving architecture rather than just textures. It still has to be kept quite simplistic though, as you can't have any of the scenery use other entities since it all has to be a func_train already.

As for the map, looks novel, but I can't imagine it being very good in terms of playability. Certainly a cool showpiece map though

[addsig]




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Re: ts_speedway
Posted by KungFuSquirrel on Mon Jul 26th at 1:17am 2004


That's awesome. Very nice twist on the traditional "moving train" type level.

Now, I admit, I'm saying this from screens alone, but here's an idea if it's not too late (and not in already) - what if you also made one or two of the cars func_trains as well and gave them a nice and easy drifting pattern? a little left and right, maybe forward and back a little. Placed well, that could add some crazy gameplay behavior. But it might also suck. So yeah... Whatever you feel like doing. [addsig]




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Re: ts_speedway
Posted by Agent Smith on Mon Jul 26th at 7:22am 2004


Curses, looks like you beat me to it, and just when I was working on the custom textures. Oh well.

Looking very nice indeed, the fog is a nice way of blocking off the ends of the road. With a bit of work and use of moving vehicles it could be an awesome map. And even if it ain't your standard TS style of play, who could be disappointed at the chance to live out that scene in the movie. Nice work.





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Re: ts_speedway
Posted by Pericolos0 on Mon Jul 26th at 9:44am 2004


i tried doing that kungfusquirrel but unfortunately online it has a choppy movement. Especially when there is lag.

But to reduce server lag to a minimum this map has no moving brushes. All is done with animated models and a func_conveyer for the road.


and about the playability, dont worry too much about that. I have tested about every step i made with my friends, and it really ended up as a real fun map. I added ladders on certain places so its not that hard to get on the trucks, and theres a sufficient ammount of superjump upgrades




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Re: ts_speedway
Posted by 7dk2h4md720ih on Mon Jul 26th at 9:49am 2004


Love the look of it, really seems fun to play. I can't think of anything to add that would be feasible to add given the way you have it set up.

What happens when you hit the road?




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Re: ts_speedway
Posted by Crackerjack on Mon Jul 26th at 11:48am 2004


This map is indeed awesome but its hard as hell to get used to. Some might give up.. but I found to it be quite fun to try and try again to get that huge jump to another car... while shooting someone. haha. good fun. [addsig]



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Re: ts_speedway
Posted by KungFuSquirrel on Mon Jul 26th at 12:37pm 2004


? quote:
i tried doing that kungfusquirrel but unfortunately online it has a choppy movement. Especially when there is lag.


Ah, yes, that silly 'netcode' thing. Well, looks like it should be plenty fun even without a little randomized movement [addsig]




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Re: ts_speedway
Posted by matt on Mon Jul 26th at 3:17pm 2004


damn cool idea, wish i had the specialists



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Re: ts_speedway
Posted by Crono on Mon Jul 26th at 8:35pm 2004


? quote:
damn cool idea, wish i had the specialists


Then download it ... [addsig]




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Re: ts_speedway
Posted by -Stratesiz- on Mon Jul 26th at 10:35pm 2004


/me says hi to peri

Extremely challenging but fun gameplay! Sextastic models and ambience!





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Re: ts_speedway
Posted by matt on Fri Jul 30th at 11:01am 2004


I've just had a play of your map, and overall its vey good, but there are a few small things that need changing:

Blue bits showing, I'm sure that can be fixed quickly.

Again, Windmills showing blue bits.

The conectivity overall is ok, but needs improving. You could put some trigger_gravity's up here so that the player can reach the other vehicles easier. Also when the player jumps form vehicle to vehicle, their momentum stays the same. It would be nice to see some func_push's in between the vehicles, as this would also improve connectivity (the player could make enourmous jumps like neo betweeen the first and last cars with ease then, drastically impoving connectivity.

Anywhoo, overall an excellent map and a great contributation to the specialists (I don't know how to, but perhaps you could get this map included in the next release, as it complimentents the other matrix style maps perfectly.)

Matt

[addsig]




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Re: ts_speedway
Posted by ReNo on Fri Jul 30th at 12:18pm 2004


I'm sure the blue bits are because those are models, and you haven't got the right DLL's to support masked models. As they didn't show up in other screenshots I think its got to be a problem at your end. If you download DoD (or get the updated DLLs from somewhere) then the problem should be solved. [addsig]



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Re: ts_speedway
Posted by matt on Fri Jul 30th at 6:04pm 2004


Hmmm, I did wonder about that, but couldn't think of anything wrong with my copy of hl. I'll have a look round those DLLs. Anyway, the rest of the comments I think are accurate. [addsig]



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Re: ts_speedway
Posted by 7dk2h4md720ih on Fri Jul 30th at 11:33pm 2004


I couldn't find those dll's for you. They're called hw.dll and sw.dll.




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Re: ts_speedway
Posted by matt on Sat Jul 31st at 1:52pm 2004


? posted by Alien_Sniper
I couldn't find those dll's for you. They're called hw.dll and sw.dll.

I shall endevor to find them now i know their names. Where should I put them once I have them?






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