ts_speedway

ts_speedway

Re: ts_speedway Posted by Pericolos0 on Sun Jul 25th 2004 at 9:14pm
Pericolos0
40 posts
Posted 2004-07-25 9:14pm
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
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~~:)
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still alot of things i wanna fix, like getting more varioation in the cars, the buildings etc
Re: ts_speedway Posted by Kage_Prototype on Sun Jul 25th 2004 at 9:19pm
Kage_Prototype
1248 posts
Posted 2004-07-25 9:19pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
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
Crono
6628 posts
Posted 2004-07-25 10:11pm
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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
|=Tarosek=|
39 posts
Posted 2004-07-25 11:59pm
39 posts 64 snarkmarks Registered: Aug 29th 2003 Location: Rochester, NY
How did you get the level to scroll like that? I can't seem to do it...
Re: ts_speedway Posted by Kage_Prototype on Mon Jul 26th 2004 at 12:05am
Kage_Prototype
1248 posts
Posted 2004-07-26 12:05am
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
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. :smile:
Re: ts_speedway Posted by ReNo on Mon Jul 26th 2004 at 12:07am
ReNo
5457 posts
Posted 2004-07-26 12:07am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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 Perin on Mon Jul 26th 2004 at 12:59am
Perin
115 posts
Posted 2004-07-26 12:59am
Perin
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115 posts 214 snarkmarks Registered: Nov 9th 2003 Location: Canada
I was waiting for a map like this for TS. Looks like it'll be fun :)

Good work.
Re: ts_speedway Posted by KungFuSquirrel on Mon Jul 26th 2004 at 1:17am
KungFuSquirrel
751 posts
Posted 2004-07-26 1:17am
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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
Agent Smith
803 posts
Posted 2004-07-26 7:22am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
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
Pericolos0
40 posts
Posted 2004-07-26 9:44am
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
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
7dk2h4md720ih
1976 posts
Posted 2004-07-26 9:49am
1976 posts 198 snarkmarks Registered: 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
7dk2h4md720ih
1976 posts
Posted 2004-07-26 11:40am
1976 posts 198 snarkmarks Registered: 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
Crackerjack
264 posts
Posted 2004-07-26 11:48am
264 posts 126 snarkmarks Registered: 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 KungFuSquirrel on Mon Jul 26th 2004 at 12:37pm
KungFuSquirrel
751 posts
Posted 2004-07-26 12:37pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
i tried doing that kungfusquirrel but unfortunately online it has a choppy movement. Especially when there is lag.
Ah, yes, that silly 'netcode' thing. :smile: Well, looks like it should be plenty fun even without a little randomized movement :smile:
Re: ts_speedway Posted by matt on Mon Jul 26th 2004 at 3:17pm
matt
1100 posts
Posted 2004-07-26 3:17pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
damn cool idea, wish i had the specialists :sad:
Re: ts_speedway Posted by Crono on Mon Jul 26th 2004 at 8:35pm
Crono
6628 posts
Posted 2004-07-26 8:35pm
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damn cool idea, wish i had the specialists :sad:
Then download it ...
Re: ts_speedway Posted by -Stratesiz- on Mon Jul 26th 2004 at 10:35pm
-Stratesiz-
39 posts
Posted 2004-07-26 10:35pm
39 posts 54 snarkmarks Registered: Jul 15th 2004 Occupation: Student Location: Finland
/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
parakeet
544 posts
Posted 2004-07-27 1:30pm
parakeet
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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 matt on Fri Jul 30th 2004 at 11:01am
matt
1100 posts
Posted 2004-07-30 11:01am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
I've just had a play of your map, and overall its vey good, but there are a few small things that need changing:

User posted image

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

User posted image

Again, Windmills showing blue bits.

User posted image

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 :smile:
Re: ts_speedway Posted by ReNo on Fri Jul 30th 2004 at 12:18pm
ReNo
5457 posts
Posted 2004-07-30 12:18pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
matt
1100 posts
Posted 2004-07-30 6:04pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
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
7dk2h4md720ih
1976 posts
Posted 2004-07-30 11:33pm
1976 posts 198 snarkmarks Registered: 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 matt on Sat Jul 31st 2004 at 1:52pm
matt
1100 posts
Posted 2004-07-31 1:52pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Alien_Sniper said:
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?
Re: ts_speedway Posted by 7dk2h4md720ih on Sat Jul 31st 2004 at 4:32pm
7dk2h4md720ih
1976 posts
Posted 2004-07-31 4:32pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Just copy over the ones you already have in your halflife folder. :smile:
Re: ts_speedway Posted by matt on Sat Jul 31st 2004 at 4:59pm
matt
1100 posts
Posted 2004-07-31 4:59pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
thanks, time to google.
Re: ts_speedway Posted by Minotaur0 on Tue Sep 21st 2004 at 4:45am
Minotaur0
47 posts
Posted 2004-09-21 4:45am
47 posts 324 snarkmarks Registered: Aug 12th 2004 Occupation: Level Designer 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
matt
1100 posts
Posted 2004-09-24 5:56pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Bloody nice map - the illusion is practically perfect.
Re: ts_speedway Posted by _-FoX-_ on Tue Dec 7th 2004 at 1:25am
_-FoX-_
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Posted 2004-12-07 1:25am
_-FoX-_
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12 posts 11 snarkmarks Registered: Dec 7th 2004
BEST MAP I HAVE EVER SEEN FOR TS... the cars look cool but u cant shoot the tyres out :(
Re: ts_speedway Posted by Jezpuh on Thu Dec 16th 2004 at 12:22pm
Jezpuh
115 posts
Posted 2004-12-16 12:22pm
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Seems like an awesome map.