RACE-FuckingEgyptianRais
Posted: Fri 16 Feb , 2018 3:27 pm
Map: RACE-FuckingEgyptianRais
Authors: Knoffer and Doge
Repaired/fixed for server use: dark_elfy
Description: A race track in a Egyptian themed world. Vehicles are mostly emp. Level also includes a fancy gun(note: if weapon is overpowered it may have to be isolated to its own dm room like we did in beraisemaster).
Change Log from the original version that I was given from Doge:
-Added Checkpoints to prevent potential exploits(very few cps were needed).
-Added blocking volumes over player spawns to prevent potential laming of players parking cars on identifiable player spawns. Note: i'll say it again, its a very bad idea to make player spawns easy to find.
-Added weapon removal volume on second obj spawn area. There was no weapon lockers for this objective and based off the looks of this objective, I got the impression that this was to be a emp scorp race with no hand held weapons play. So basically if you do obj 1 and get teleported to obj 2, you will have your obj 1 weapons taken away.
-Added spawn protection to objs 1 and 2. (Removed neutral physics volume from obj 2 spawn area, not needed.)
-Added blocking volumes to objs 1, 2 and 3 to prevent any weapon fire going into spawn area.
-Repaired broken flame trial on obj 3. It now works as intended. @Doge, you were so close to having it working perfectly. You just needed to use a network emitter vs's a normal emitter.
-Did minor texture adjustments in areas. Didn't go to in depth because if I did I would of remade the whole level. (Side note: Using the grid in the editor shouldn't be a suggestion, its mandatory.)
-Added 5 min extension after second obj. May reduce or add more depending on gameplay.
-Added little vehicle platform to the objs so you can visibly see a bit better to trigger objective.
-Changed vehicle assignment number on obj 1 so players enter team vehicles and not hijack a vehicle.
EDIT: Mod test went well as far as I can tell. Few minor tweaks were made and added to the above change log. Map is now live on server. Please let me know if there is anything broken or needs tweaking.
Authors: Knoffer and Doge
Repaired/fixed for server use: dark_elfy
Description: A race track in a Egyptian themed world. Vehicles are mostly emp. Level also includes a fancy gun(note: if weapon is overpowered it may have to be isolated to its own dm room like we did in beraisemaster).
Change Log from the original version that I was given from Doge:
-Added Checkpoints to prevent potential exploits(very few cps were needed).
-Added blocking volumes over player spawns to prevent potential laming of players parking cars on identifiable player spawns. Note: i'll say it again, its a very bad idea to make player spawns easy to find.
-Added weapon removal volume on second obj spawn area. There was no weapon lockers for this objective and based off the looks of this objective, I got the impression that this was to be a emp scorp race with no hand held weapons play. So basically if you do obj 1 and get teleported to obj 2, you will have your obj 1 weapons taken away.
-Added spawn protection to objs 1 and 2. (Removed neutral physics volume from obj 2 spawn area, not needed.)
-Added blocking volumes to objs 1, 2 and 3 to prevent any weapon fire going into spawn area.
-Repaired broken flame trial on obj 3. It now works as intended. @Doge, you were so close to having it working perfectly. You just needed to use a network emitter vs's a normal emitter.
-Did minor texture adjustments in areas. Didn't go to in depth because if I did I would of remade the whole level. (Side note: Using the grid in the editor shouldn't be a suggestion, its mandatory.)
-Added 5 min extension after second obj. May reduce or add more depending on gameplay.
-Added little vehicle platform to the objs so you can visibly see a bit better to trigger objective.
-Changed vehicle assignment number on obj 1 so players enter team vehicles and not hijack a vehicle.
EDIT: Mod test went well as far as I can tell. Few minor tweaks were made and added to the above change log. Map is now live on server. Please let me know if there is anything broken or needs tweaking.