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Re: RACE-VolcanoRace

Posted: Sat 04 Jan , 2014 5:51 pm
by Earl_Vencar.:LLS:.
Bah, I couldn't find anything better to be honest. From ground level the planks actually work quite well, and you don't really noticed the jagged ones when going at speed.

Here's the finished version: https://www.mediafire.com/?nnee0w71b4e9tc1

Re: RACE-VolcanoRace

Posted: Tue 07 Jan , 2014 4:23 pm
by bOnO
The map is really good-looking now! However the track is very wide and there are sidewalls making it almost impossible to fail. I think you should add holes in the walls (maybe like in racetown) or lower these walls so you can throw people off the track with a good shot but they would have a chance to save it if they are good (if you see what i mean) and/or narrow the track a bit... Even the parts with the movers crossing the road are easy because they can't push you down!

Re: RACE-VolcanoRace

Posted: Thu 09 Jan , 2014 11:29 am
by Earl_Vencar.:LLS:.
Thanks for the feedback! I'm going to carry on developing this map when I have time this week - the track is going to be scaled down and rebuilt I guess; this should lower the walls too. I'd like to add more texture layers to the terrain as well - at the moment it's basically 95% rock. I'm also thinking about adding some smoke emitter effects, as it's something I haven't experimented with yet.

Re: RACE-VolcanoRace

Posted: Thu 23 Jan , 2014 7:31 pm
by Earl_Vencar.:LLS:.
Update: https://www.mediafire.com/?y5xav6hx20s312f

Track has been scaled down and rebuilt - I've taken OceanRun scaling as default, as it all seems to fit better. This means that the walls have been lowered. I didn't bother adding more texture layers, but I've thickened up the fog and darkened the map. There's some new obstacles, and the dodgy lift-bridge has been deleted. I didn't bother with the smoke emitters either; the fog sort of works just as well. I think that's about it.

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 3:52 pm
by Earl_Vencar.:LLS:.
Update: https://www.mediafire.com/?y5xav6hx20s312f

Lighting brightness (interior and exterior) has been significantly lowered. I've also added plenty more blocking volumes to discourage players from using the terrain to glitch and to provide objective trigger protection. I'm thinking about adding kill zones below the track in places where the lava doesn't cover, but we'll see how it goes. I'm disappointed about the lava - it used to be nice and bubbly, but something broke (not sure in which version) and it doesn't want to be fixed. But it still kills you.

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 5:11 pm
by proof
what do you mean by "nice and bubbly"?

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 5:22 pm
by iRobot
Image

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 5:56 pm
by Earl_Vencar.:LLS:.
BabyDontHurtMeNoMore wrote:what do you mean by "nice and bubbly"?
Well I copied the fluidsurface settings from another map, so the lava acted in waves (entirely unrealistic, but it looked nice enough). So it lapped over the terrain a bit. But something broke down the line and it's now static - I've tried creating a new fluidsurface and also copying them from a variety of maps, but no movement whatsoever. It doesn't really matter, but I was a bit annoyed.

I don't like the orange flavoured Aero D=

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 6:16 pm
by proof
Well, it is moving, just not as much. Try:

FluidDamping 0.01
FluidHeightScale 0.1
NoiseFrequency 512
FluidSpeed 64

I think that looks fairly decent for "bubbly" lava. Its still way to fast to be realistic, but I think you werent going for realism anyway :P
If you dont like these settings, just play around with them a bit, I think those values explain themselves pretty much.

Re: RACE-VolcanoRace

Posted: Fri 04 Apr , 2014 6:47 pm
by Earl_Vencar.:LLS:.
Ah, thank you! Those settings look much better. Weird that my old settings stopped working though, hmm.

https://www.mediafire.com/?y5xav6hx20s312f