Achiterra Speedway - Beta 1.0 Released 7/21/06!
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Tohron
Achiterra Speedway - Beta 1.0 Released 7/21/06!
This map is a race course employing a variant of CTF. Basically, you grab a modified speederbike, go off the starting jump, retrieve the flag, then, since you can't get back unto the starting jump ramp, you have to go all around the course to deliver the flag. Although it take some getting used to, you can ultimately go around the track pretty fast. However, serious racing action must be reserved for multilplayer - any attempt to get bots moving around this course is practically hopeless, although I'll try.
Screenshots!
Starting Line: http://i82.photobucket.com/albums/j252/ ... ngLine.jpg
The 2 Flags: http://i82.photobucket.com/albums/j252/ ... eFlags.jpg
City Entrance: http://i82.photobucket.com/albums/j252/ ... trance.jpg
Inside the City: http://i82.photobucket.com/albums/j252/ ... heCity.jpg
Floating Platforms: http://i82.photobucket.com/albums/j252/ ... tforms.jpg
More Floating Platforms: http://i82.photobucket.com/albums/j252/ ... tforms.jpg
Underground Hanger: http://i82.photobucket.com/albums/j252/ ... Hanger.jpg
Tunnel Network: http://i82.photobucket.com/albums/j252/ ... nnels2.jpg
Tunnel Network - Bridge: http://i82.photobucket.com/albums/j252/ ... nnels1.jpg
Download Link: http://files.filefront.com/ACHzip/;5285 ... einfo.html
Hope you like it!
Screenshots!
Starting Line: http://i82.photobucket.com/albums/j252/ ... ngLine.jpg
The 2 Flags: http://i82.photobucket.com/albums/j252/ ... eFlags.jpg
City Entrance: http://i82.photobucket.com/albums/j252/ ... trance.jpg
Inside the City: http://i82.photobucket.com/albums/j252/ ... heCity.jpg
Floating Platforms: http://i82.photobucket.com/albums/j252/ ... tforms.jpg
More Floating Platforms: http://i82.photobucket.com/albums/j252/ ... tforms.jpg
Underground Hanger: http://i82.photobucket.com/albums/j252/ ... Hanger.jpg
Tunnel Network: http://i82.photobucket.com/albums/j252/ ... nnels2.jpg
Tunnel Network - Bridge: http://i82.photobucket.com/albums/j252/ ... nnels1.jpg
Download Link: http://files.filefront.com/ACHzip/;5285 ... einfo.html
Hope you like it!
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The_Emperor
- Supreme Galactic Ruler
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RE: Achiterra Speedway - Beta 1.0 Released 7/21/06!
Sounds like CTF fun
D/L ing now
EDIT: 284.91 MB ??!
Not downloading now
EDIT: 284.91 MB ??!
Not downloading now
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Tohron
Re: RE: Achiterra Speedway - Beta 1.0 Released 7/21/06!
Yeah it took a while to upload to, especially when the upload stopped for no apparrent reason 3/4 of the way throughThe_Emperor wrote:Sounds like CTF funD/L ing now
EDIT: 284.91 MB ??!
Not downloading now
It's a pretty fun map though, hope you like it when you have time to download!
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linkoftoaruvillage
RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7/21/06!
There's no way back to the flag goal. I've tried taking the path with the launch ramp and the opposite way. There's a part where there's a bridge just suspended in midair where the platforms should be linked. Therefore this map can't work yet.
- Teancum
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RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7/21/06!
All these racing maps make me want to create scripted support for racing. I may have to do a map as sort of a 'proof of concept'.
There's not really a good way to actually keep count of the number of laps, but doing checkpoints are certainly possible. The way I'd do it is a bit different from racing in real life, but adds something to it. I shall explain:
10-15 CPs. You put the actual CP where you want a check point to be in the center of the track lane. Now move it about 5 meters below the terrain, (which will cause the hologram to be below the terrain) you set the team to zero. Next, create a 'box' capture region and make it a long rectangle that stretches across the track, like this:
This way whoever is in the lead will activate the capture sequence. Then you set the capture time to like 0.25 seconds. What will all this do? When you get to a checkpoint, whoever is leading the race gets the points for capturing the CP, and so the real objective is to shoot down whoever is in the lead. In order to ensure that everyone is on the same team, you make one team called 'racers' and the other called 'observers'. Then just make the observer spawn points in places you want observers only to be. You set the AI counts in the LUAs to 0,0 and the AI will not spawn, but players can.
The theory has a few bugs, but overall it should work quite well. You could even reset all the CP's at the end of each 'lap' via lua.
There's not really a good way to actually keep count of the number of laps, but doing checkpoints are certainly possible. The way I'd do it is a bit different from racing in real life, but adds something to it. I shall explain:
10-15 CPs. You put the actual CP where you want a check point to be in the center of the track lane. Now move it about 5 meters below the terrain, (which will cause the hologram to be below the terrain) you set the team to zero. Next, create a 'box' capture region and make it a long rectangle that stretches across the track, like this:
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| |The theory has a few bugs, but overall it should work quite well. You could even reset all the CP's at the end of each 'lap' via lua.
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Blackdutchie
RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7/21/06!
BUG: whenever you fall off course there is no way to return, u dont die the speeder isnt destroyed, the flag resets if u respawn but still its crap, i can get up where i was so im forced to respawn( yep this makes no sence to me 2 )
clear explanation:
if i fall i dont die i get stuck on the water( speeders dont sink they float)
clear explanation:
if i fall i dont die i get stuck on the water( speeders dont sink they float)
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Tohron
Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7/21/
Okay, once you take the jump and get the flag, continue across the platforms, taking the downward ramps, until you get to the Bespin tunnel building. Go through that, then turn left and cross over to the first Mygeeto energy collector. Turn right to get to the next platform, then turn left to enter the city.linkoftoaruvillage wrote:There's no way back to the flag goal. I've tried taking the path with the launch ramp and the opposite way. There's a part where there's a bridge just suspended in midair where the platforms should be linked. Therefore this map can't work yet.
Go approximately straight through the city and get to the second energy collector. Turn left and jump your speeder onto the rocky terrain. Continue along the terrain, turning with it, until you get to the downward ramp with Polis Massa glass tunnels. Go down through it, then turn left into the Bespin tunnel and go through it.
Once you leave the building, continue roughly straight up the Kamino/Bespin bridge to get to the large Mygeeto platform with Bespin buildings. Enter the reskinned Hoth hanger and turn right, then left into the tunnels. Once you get to the fork, you can turn either way - both work. If you take the left (straight) fork, remember to go straight when the two tunnels merge. If you take the right fork, remember to turn right when the two tunnels merge. Once you leave the tunnels, get onto the Bespin platform and take the ramp ahead of you. After that, simply follow the ramps back to the flag return point.
Sorry about that, I'm including a map, spawn points throughout the course, and deathregions in the next release, along with more visible water. Also, once I get the hang of the XSI Mod Tools, I plan to make ramps that are suited to this kind of racing.BUG: whenever you fall off course there is no way to return, u dont die the speeder isnt destroyed, the flag resets if u respawn but still its crap, i can get up where i was so im forced to respawn( yep this makes no sence to me 2 )
clear explanation:
if i fall i dont die i get stuck on the water( speeders dont sink they float)
EDIT: Oh, and just to note, the Hero Assualt mode is not set up now.
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Astute
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RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
I was thinking on a similar level Teancum, however I was thinking of using regions and have the scripting give the flag to whoever is in front. If someone dies, then the flag is moved to the next down the line. Still, there are a lot of bugs to be worked out, but the idea is totally plausible. One thing you would probably have to do for a racetrack map is have platfroms above the racetrack that are checkpoints for the race. If you die within a certain region, your brought back to one of these spawn places, with ample speederbikes available, allowing you to get right back in the race without getting in anyone elses way. This would simulate the ablilty to respawn at your last checkpoint instead of starting the race over.
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Customapshelp
RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
OOO i dont even have to look at the screenes and its cool. DLing now.
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Hebes24
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RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
Ok, this topic hasn't been posted in since July 30th!!! it is against the rules to bump topics that old.
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JackSkratch
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RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
umm, custom, im noobier then you, but i dont go on "bumping sprees" like you do. Thats a pretty good way to get yourself banned.
EDIT: oh wait, no, your noobier.
EDIT: oh wait, no, your noobier.
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CmdAt-a
RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
uhm anyone know if its possible to make a race map where you have to race laps(as real race) and then make something that when you done the race 3 times or something, a message would pop up n screen as the victory one, just say "Your team has won the race" (or something) anyone know if thats possible??
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JackSkratch
- Command Sergeant Major

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RE: Re: RE: Re: RE: Achiterra Speedway - Beta 1.0 Released 7
Um, this is a bumped topic, mabey you should post that question at an unbumped topic? 
EDIT: um, shouldnt this be shut down by now?
EDIT: um, shouldnt this be shut down by now?
