Re: ts_speedway
Posted by Kage_Prototype on
Sun Jul 25th 2004 at 9:19pm
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Oooh, nice concept. I like how you just stuck a fog on either end of thr road. :smile: If I had The Specialists I'd definately give it a go.
Re: ts_speedway
Posted by Crono on
Sun Jul 25th 2004 at 10:11pm
Posted
2004-07-25 10:11pm
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Looking ... good.
I've never seen a one way high way in my life, except on bridge systems.
Re: ts_speedway
Posted by |=Tarosek=| on
Sun Jul 25th 2004 at 11:59pm
Posted
2004-07-25 11:59pm
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How did you get the level to scroll like that? I can't seem to do it...
Re: ts_speedway
Posted by ReNo on
Mon Jul 26th 2004 at 12:07am
Posted
2004-07-26 12:07am
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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 :smile:
Re: ts_speedway
Posted by KungFuSquirrel on
Mon Jul 26th 2004 at 1:17am
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That's awesome. :smile: Very nice twist on the traditional "moving train" type level. :smile:
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. :smile: But it might also suck. :razz: So yeah... Whatever you feel like doing. :smile:
Re: ts_speedway
Posted by Agent Smith on
Mon Jul 26th 2004 at 7:22am
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Curses, looks like you beat me to it, and just when I was working on the custom textures :smile: . 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.
Re: ts_speedway
Posted by Pericolos0 on
Mon Jul 26th 2004 at 9:44am
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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
Re: ts_speedway
Posted by 7dk2h4md720ih on
Mon Jul 26th 2004 at 9:49am
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Oct 9th 2001
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?
Re: ts_speedway
Posted by 7dk2h4md720ih on
Mon Jul 26th 2004 at 11:40am
Posted
2004-07-26 11:40am
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Oct 9th 2001
Very nice. The read more link doesn't work though.
Re: ts_speedway
Posted by Crackerjack on
Mon Jul 26th 2004 at 11:48am
Posted
2004-07-26 11:48am
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Feb 28th 2003
Location: DC
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.
Re: ts_speedway
Posted by matt on
Mon Jul 26th 2004 at 3:17pm
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damn cool idea, wish i had the specialists :sad:
Re: ts_speedway
Posted by -Stratesiz- on
Mon Jul 26th 2004 at 10:35pm
Posted
2004-07-26 10:35pm
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Jul 15th 2004
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/me says hi to peri :smile:
Extremely challenging but fun gameplay! Sextastic models and ambience!
Re: ts_speedway
Posted by parakeet on
Tue Jul 27th 2004 at 1:30pm
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In ts can you map far distances with out R_speeds bleeding out your forehead? because of fog or was that an effect you made
Re: ts_speedway
Posted by ReNo on
Fri Jul 30th 2004 at 12:18pm
Posted
2004-07-30 12:18pm
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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.
Re: ts_speedway
Posted by matt on
Fri Jul 30th 2004 at 6:04pm
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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.
Re: ts_speedway
Posted by 7dk2h4md720ih on
Fri Jul 30th 2004 at 11:33pm
Posted
2004-07-30 11:33pm
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Oct 9th 2001
I couldn't find those dll's for you. They're called hw.dll and sw.dll.
Re: ts_speedway
Posted by 7dk2h4md720ih on
Sat Jul 31st 2004 at 4:32pm
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Just copy over the ones you already have in your halflife folder. :smile:
Re: ts_speedway
Posted by Minotaur0 on
Tue Sep 21st 2004 at 4:45am
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Location: Brazil
He used some tricks like fading the texture, sprites etc.. to give the fog feeling. /me petz teh peris~~~~~~~~~~~D:
Re: ts_speedway
Posted by matt on
Fri Sep 24th 2004 at 5:56pm
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Bloody nice map - the illusion is practically perfect.
Re: ts_speedway
Posted by Jezpuh on
Thu Dec 16th 2004 at 12:22pm
Posted
2004-12-16 12:22pm
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Seems like an awesome map.