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TryGarde
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Post subject: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 11:02 |
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Joined: Mon 01 Aug 2011, 15:16 Posts: 657 Location: Canadia
Gender: Male
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TryGarde
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 11:17 |
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Joined: Mon 01 Aug 2011, 15:16 Posts: 657 Location: Canadia
Gender: Male
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-Altair-
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 11:29 |
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Joined: Sat 26 Feb 2011, 16:03 Posts: 664 Location: Montana
Gender: Male
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are we getting a picture soon, also is this track off of the movie death race?
_________________ Stay Your Blade From The Flesh Of An Innocent, Hide In Plain Sight, Never Compromise The Brotherhood
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TryGarde
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 11:50 |
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Joined: Mon 01 Aug 2011, 15:16 Posts: 657 Location: Canadia
Gender: Male
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-Altair- wrote: are we getting a picture soon, also is this track off of the movie death race? Wine doesn't like screenshots. As for the name, First thing that popped in my head. In the (very far) future, I (hopefully will) plan to make the map into a 512X512 race of pewpews, drive-bys, suicides, death, pain, cake, and doom... Oh, and y'know. Kitties.
_________________

 The tears of orphans, delicious. Proud to be a tryhard.
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STM1993
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 11:58 |
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Joined: Sun 05 Jul 2009, 19:08 Posts: 2322 Location: Singapore
Gender: Male
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Here's some pics of me playing the map. I forgot to screenie the map in the map editor and didn't wanna re-open the map because it was 512x512 but used only a small portion of the map. You can look at the untextured minimap at the top left for an idea >_> Scientists start here. As you can see, Rebels are in a similar base infront of Scientists. They'll share the same track. Once they get off this initial area, they can never go back by car (you can still jump back up as a mutant).  Ahead is a very narrow path. Definitely can't get through that with Flatbed(dunno about Camper), for other cars its just kinda frustrating and difficult. A straight path that leads to a corner turn which leads to...  The Death Pit, which also turns out to be the end of the race. You are forced to do down the pit and die to win the race...  Or not. Garde needs to push that checkpoint further out if he really wants to make it fool-proof. All in all, since this is merely a concept map atm I won't comment on the textures: The track needs to be longer(obviously). The roads should also be wider so that it is both more comfortable to drive in and also allows both teams space to compete against one another instead of having one perpetually in the lead - which gives an idea of a portion of a track where players can be bumped off the track and boom. If you want to filter out the Flatbed/Camper, try making the road have a narrow turn at the beginning of the track rather than halfway through, or even better: use a Ramp; vehicles that are too slow won't be able to use the ramp to cross over to the next part of the track.
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Rex Nex
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 12:02 |
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Joined: Fri 03 Sep 2010, 11:45 Posts: 645
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I think my baby brother made this level in Minecraft before.
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bencelot
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Post subject: Re: Death Race [CHECKPOINT] [CONCEPT] Posted: Sat 28 Apr 2012, 13:24 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
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Cool concept, can't wait to see it when it's done. I strongly recommend against a 512x512 map though. You'll never finish it, and definitely won't get it polished enough for it to look really good. Maps that large also take a long time to load and are really only good for War and perhaps Outbreak gamemodes. I spose an epic checkpoint race around a GTA2 style city would be amazing too, but yeah... it takes a lot of work!
_________________ Here Shnaw!
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