RACE-Boobie_Race

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proof
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Re: RACE-Boobie_Race

Post by proof » Thu 17 Oct , 2013 3:43 pm

@darkelf: true, I didnt even play it because I have an iron rule: No pics, no download.
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Re: RACE-Boobie_Race

Post by Earl_Vencar.:LLS:. » Thu 17 Oct , 2013 4:42 pm

Ok, I'll provide some pictures:

1. 1st Objective, looking at the chunk of the 'trial': http://www.mediafire.com/?qxx5kdn5g53dur4
2. 1st Objective, looking at the moving balls: http://www.mediafire.com/?ouexl2v69skt1f9
3. 1st Objective, at obj, looking at the jumps (red hardest to control, but quickest, then easier from left to right): http://www.mediafire.com/?tkrogqz9uqg249n
4. 2nd Objective: http://www.mediafire.com/view/p10prro6z ... z6d1727l83
5. 3rd Objective, top of the downhill section: http://www.mediafire.com/?k03wm3is32xa6wd
6. 3rd Objective, middle of the downhill section: http://www.mediafire.com/?715sb9qudc8ukgb
7. 4th Objective, red spawn: http://www.mediafire.com/view/p10prro6z ... 0lwyalkacg
8. 4th Objective, tunnel section: http://www.mediafire.com/view/p10prro6z ... 3x9955k5qi
9. 4th Objective, outdoor section: http://www.mediafire.com/view/p10prro6z ... 9ysulkjlu3
10. 4th Objective, lava section: http://www.mediafire.com/?qy43gc9rcrjsj8e

Maybe I shouldn't have described the first section as a trial. It's a race, albeit a tad more technical: think Monte Carlo and Monza - one is extremely fast, the other more complex yet still fairly rapid. Objective 1 gets easier after the first 'choice' jump: chances are that if you take the red section at speed you will fail to control the 130 metre jump and crash, whereas the other methods are more 'safe' but slower. I said 3 and a half minutes as a benchmark, because that's how long it took me to complete a clean run at a moderately fast pace. Unlike a trials map, there are no 'stops', no slow parts (ignoring the lift, which has a fair pace): it's fluid, so you can take the whole section at speed if you're good enough (in fact, the balls should be taken at speed, as they're devilishly tricky to gauge slowly).

Objective 3 is the real challenge here; the nature of the track means it invites you to take it at speed. Sure, you can go around slowly, but it would take around 4 or 5 minutes and where is the satisfaction there? People will fail here either way. I've set the challenge at 2:50 for someone to beat - I think 2:30 is a possible time if you go flat out.

Forgot to put up the music download. It's the 'Peru Bike Theme' from 'Tomb Raider: Legend': http://www.mediafire.com/?drjhgwcobp54t71

Also, the map would require a starting time limit of 30 minutes to be safe. Is that incorporated on the editor somehow, or is it server based?
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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Re: RACE-Boobie_Race

Post by darkelf » Fri 18 Oct , 2013 3:25 am

If you go into my scorp coaster map u can grab the actor I used to extend time limit to 30 min ( should be right outside of spawn area). Or you can see if you rather use socios time system from an old version of blazing if you have it.
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Re: RACE-Boobie_Race

Post by proof » Fri 18 Oct , 2013 9:26 am

Ok, Im downloading it now, and will test it. But ive got already three things to criticize:

1. The download is a *.ut2 file. Next time please zip it into *.zip *.rar or *.7z - That saves alot of download time and will squeeze the filesize most likely down to 5MB.
2. The lighting on this screenshot (http://www.mediafire.com/convkey/b7c3/b ... ?size_id=7) looks aweful.
Option 1: Either its a bug cause you used a scaled cylinder brush (never scale brushes. The best you could do is build everything out of cubes which are modified by vertex editing and stick to the grid. Also make sure you dont get concav faces during vertex editing cause that will cause BSP holes or even crash the editor)
Option 2: Or the faces are simply too large. In this case you can try to lower the lightmap resolution value (right click on one of the faces -> Select Faces -> Matching Brush. Then right click -> Surface properties -> Pan/Rot/Scale -> Light map 1.0 / 2.0 or 4.0. Then rebuild lighting.)
3. The map in general looks like someones first attempt to build a map (my first attempts looked like yours, too :P ) Since its ment for RACE the graphics are not very crucial but you should work on that. Have a look at other Maps and learn by that.
Art in a frame is like an eagle in a birdcage.

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Re: RACE-Boobie_Race

Post by Earl_Vencar.:LLS:. » Fri 18 Oct , 2013 11:02 am

@Elfy, thank you. I'll take a look (I haven't been able to access either ScorpionCoaster or BlazingArena before now for some reason (think I'm missing a few files) but I'll have a go. If not, I have a neat idea to extend the time limit before objective 2 - if players can't tackle objective 1 in 20 minutes, then they simply do not deserve to go on).

@Baby, thanks for your feedback. It's important to note that this is not my map, and I did not construct any of it. I'm merely converting it and making it playable. If you take a look at the original version you would notice it looks a lot worse - the whole map is grey, with a sickly red fog! However, I do need to tidy up both the textures and the lighting in some sections - there's a fog effect that needs go, plus the brightness is too high in some places.

1. My mistake, I'll provide the file/s in zip/rar form.

2. I agree that the fault lies in the cylinder itself - the whole tunnel section is a sequence of cylinders. I'll try what you said and see what happens. The light is placed at the top of the cylinder (I'll move it to the bottom as well).

3. In terms of graphics, I'm using my laptop to edit - the texture settings are set to low. This could be part of the issue.

I'll update the original link once I finish.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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Re: RACE-Boobie_Race

Post by iRobot » Fri 18 Oct , 2013 11:06 am

Please post when this is available on the server, I'd like to try it with other players.

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Re: RACE-Boobie_Race

Post by proof » Fri 18 Oct , 2013 12:15 pm

Played it. The map itself it quite fun, I especially like the slightly rotated spiral in the beginning because its not super easy and the first terrain part since the terrain asjusts to the movement of the scorpion. Anyway, there are a couple of bad things to say:
1. As I already said the map itself looks pretty aweful but during play I started to realize how bad it actually is and how much better it would be if it had better optics. And example of that is the Lava Texture on the ground. It has this liquid effect which is way too fast considering it is thick lava. You should either slow it down or use a different one like a TexOscillator or something similar.
2. So many graphic bugs... I came acros a couple of BSP holes, many HoM's (Hall of Mirrors) - especially the ceilings in these scaled cylinders where youre driving through with a lot of speed, and some semi-transparent surfaces where you can look through into "other rooms". Not actually a bug since the textures are transparent but you shouldnt be able to just look through "walls".
3. Being on the blue team I instantly got shot by the 5 red sentinels after I fell through that large hole completing obj 3 and didnt respawn in the area with the blue vehicles but just on top again. So I had to drive all the way back down knowing that when I drop through the large hole Id get shot by the sentinels again. Some PlayerSpawnManager stuff is fucked up there I guess which makes it impossible for the blue team to finish the map unless you have god mode on.
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Re: RACE-Boobie_Race

Post by Earl_Vencar.:LLS:. » Fri 18 Oct , 2013 12:25 pm

Yeah, sorry about the HoM's - I've changed all the textures for the cylinders! Not sure what I can do about the BSP holes though. I'll take a look at the lava (you can't be too realistic about these things - the density of lava/magma in reality means you'd never 'sink' as you do on UT ...).

I was worried about that spawn point, so I'll take a look. I'm going to delete the sentinels at any rate. I may build another spawn area for red, away from the drop. I think the problem is that there is a trigger at that point which opens up the spawn points, but I think it's attacker specific (in this case, red team). Hmm.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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Re: RACE-Boobie_Race

Post by proof » Fri 18 Oct , 2013 12:41 pm

Yea its the red team. I thought I was on the blue team since on the first objective I spawned in the blue box. Now I realized the blue team is in the red box and vice versa.
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Re: RACE-Boobie_Race

Post by Earl_Vencar.:LLS:. » Fri 18 Oct , 2013 12:55 pm

I think it could be simpler to force a respawn at that point. Just played the map with server specifics and blue team does not trigger the change in spawns.

Edit: that fixed it. Should be ready now:

http://www.mediafire.com/?xfrvpm1c4ym9on1

And the music download: http://www.mediafire.com/?drjhgwcobp54t71
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

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