that looks fun. seems like the dring system works great and the terrain is also nice.
I kinda dislike that there is only 1 arena where you can drive in 1 map? i dont know how big those arenas are, but still would be nice if there was couple in same map :/.
I would also like to see something like death rally implemented. Its a game where you can buy weapons like mines, guns and turbo boost.
Please let me upload that on EU Servers if its published yet! And definately add a Death Rally mode or Mario Kart Style.
The idea in case you cant imagine:
You get abilities by picking up power ups.
Example abilities:
Baneling Mines that you can drop.
Speed Boost
Seeker Missile (that slows the target?)
Shield that prevents you from any kind of damage or slow
Spawn creep that slows the enemy
Fungal Growth the enemy
I'm adding the jump and power-up system. Thanks for ideas ^^
@peonPowa It's not published yet, and i'm on EU servers :)
This track (on the video) is not good for me for one reason : too dense. The large of the path is too short. This track will be used for beta versions. In fact, the engine is coded with this track.
Triggers and objects are on a mod. Making a new track using this engine is very easy, for me or others users. By the way, this track will be only available on this beta version. Maybe revamped after release.
A beta version will be appear on EU servers last week (tue/wed), including jumps and power-ups.
Note about cars : There is 3 vehicules.
Car : well balanced. Good skid, good speed.
Bike : For beginners. Skidding is less efficient than Cars or Quads, but the gameplay is easier.
Quad : For pros. Skidding is more efficient than Bikes or Cars, and the gameplay is harder.
These vehicules will be selected on lobby.
About several types of variants gameplay :
Death AI : All AI begins the game on last positions. If a player is overtaken by an AI, he loses.
Survival : Infinite laps. If you crashes your vehicule, you loose.
Due to latency problems, it's not possible to control the car with arrows keys. The only way to control the vehicule is the mouse.
Notes about that : if you don't order new movements, the vehicule continues to move, and increase his speed. To become speedy, you must do skids (to win boost) and order a few movements in good places to increase your speed.
Speed information :
At move order, maximum speed is 300
Without move order, maximum speed is 350
While Boost, maximum speed is 400
These speed informations are influenced by the type of vehicule used.
NOTE: I'm going to make changes on the Mod. It will be available on EU servers this monday.
I would try to put the arrow movement in the date editor, because honestly if a race game is not done by arrows.. It seems more like just button smashing and much easier control system. I would think the mouse button mashing seems too easy to control your car. I am not 100% sure of this as I have not tested your system, but that is defiantly what I observe watching the video. I also know I would get very bored of just mashing my mouse button and only play this a number of times.
The Starcraft pathing movement always orders the car to go in this location, and dodges obstacles.
But the physical engine changes the behaviour of your car, and his trajectory.
Testing the engine of HagggisNZ allow you to have a good idea of playability of this game.
By hiding command pannel, i cannot access to the command buttons keys.
If i can add controls keys, i'll go to make that, but for the moment, it seems to be impossible without big latency problems (making car driving impossible).
Without jumps and "mario-kart" items, the game can be boring if you find all perfect points to have a very good trajectory... And find these "perfect efficient points" is very hard. Spamming the right click on your mouse isn't the best option to make you the first :]
First off, Doubotis, thank you for the awesome map, even though I can't play it.. lol.
Second off, you shouldnt make it arrow or WASD controls even if you could. Watching the video for this it almost made me have flash backs of some UMS maps for BW, and that definatly isnt a bad thing. Im tired of all these poorly controled WASD imports of maps that shouldnt really even be part of starcraft. Any map that I have played so far replies very badly while using a keyboard control.
Third off, my only problem with this is map is that it wont be published in US >.<... (P.M. if you need/want someone to publish it in the U.S. when its done.
I have some problems with the actual Beta Mod system (bugs, etc.)
An Alpha version of this Mod will be released soon, for multiplayer testing.
2 maps will be released for testing this Mod.
All of these released versions are only on EU servers. I hope to find players to export this game on other communities when the project is finished. It's totally not a problem for me :)
About Alpha Version :
Same gameplay as on video (start boost, skid boost)
Random Bonus items appears, but cannot be used (for the moment)
Maps are fixed number of races (for the moment)
Users or computers allowed
Jumps
About WASD controls, it's not the priority. My main priority for the moment is to finish some systems.
2 maps released for Alpha version :
Char Way (Hard) : Same as video, with a new jump.
Snow Invasion (Easy) : Very easy map to try the skidding gameplay. No jumps.
I have some problems with the actual Beta Mod system (bugs, etc.)
An Alpha version of this Mod will be released soon, for multiplayer testing. 2 maps will be released for testing this Mod.
All of these released versions are only on EU servers. I hope to find players to export this game on other communities when the project is finished. It's totally not a problem for me :)
About Alpha Version :
Same gameplay as on video (start boost, skid boost)
Random Bonus items appears, but cannot be used (for the moment)
Maps are fixed number of races (for the moment)
Users or computers allowed
Jumps
About WASD controls, it's not the priority. My main priority for the moment is to finish some systems.
2 maps released for Alpha version :
Char Way (Hard) : Same as video, with a new jump.
Snow Invasion (Easy) : Very easy map to try the skidding gameplay. No jumps.
when u public your map, I must try this game of car :), I just remember the goods times when I play at game "CARS"was wonderfull, I think this is the same or better ;).
I'm trying to make something very easy. This is an example of the functionnalities :
1.) The Mod includes Campaign module. Useless to import Campaign module.
2.) Add the dependancy Virtua SC2 Racing to a new map.
3.) Choose between all environment named "Racing".
4.) Create your map. You can launch your map immediatly, but some errors will occurs.
5.) Create the race with doodads. When you are Ok, go to Region layer.
6.) Create a "Race Line" region to the start line of your race.
7.) Create some regions "Checkpoints" to different points of your race. Be carreful, all information about distance and length are calculated with Checkpoints regions. Don't be afraid to create 3-4-5 checkpoints to your map.
8.) Go to Trigger Editor. You will now define all variables of your race, needed by the module.
9.) Create a new trigger. Event -> Map initialization.
10.) Define all checkpoints and the Race Line regions to the correct variables.
12.) If you have jumps area, define these regions to the correct variable.
12.) Go to the map. Create some points to define intelligence paths for each 3 difficulties (Easy/Medium/Hard).
13.) Define all IA points defined on the map to the correct variables.
14.) You can add some triggers specified for your map, to make an specific ambiance for example.
15.) If you want add other trings to your map, be aware about cars, they are invulnerable, untargetable and have 5 HP. If you want to destroy a car, call the named method "Do Respawn Player". Parameters are (player index -1; vehicule unit destroyed). This method handle the kill and respawn method.
(Need further upgrades to make this method more user-friendly)
16.) All non-pathed regions are travellable by vehicules.
17.) If you want to add cameras views, add these cameras and triggering regions to your map. After that, go to trigger editor and defines specific variables.
By the way, i want this mod can be used by everyone to create racing maps very easily.
Based on HaggisNZ physical engine.
that looks fun. seems like the dring system works great and the terrain is also nice.
I kinda dislike that there is only 1 arena where you can drive in 1 map? i dont know how big those arenas are, but still would be nice if there was couple in same map :/.
I would also like to see something like death rally implemented. Its a game where you can buy weapons like mines, guns and turbo boost.
@Doubotis: Go
Please let me upload that on EU Servers if its published yet! And definately add a Death Rally mode or Mario Kart Style.
The idea in case you cant imagine: You get abilities by picking up power ups.
Example abilities: Baneling Mines that you can drop. Speed Boost Seeker Missile (that slows the target?) Shield that prevents you from any kind of damage or slow Spawn creep that slows the enemy Fungal Growth the enemy
Hi!
I'm adding the jump and power-up system. Thanks for ideas ^^
@peonPowa It's not published yet, and i'm on EU servers :)
This track (on the video) is not good for me for one reason : too dense. The large of the path is too short. This track will be used for beta versions. In fact, the engine is coded with this track. Triggers and objects are on a mod. Making a new track using this engine is very easy, for me or others users. By the way, this track will be only available on this beta version. Maybe revamped after release.
A beta version will be appear on EU servers last week (tue/wed), including jumps and power-ups.
Note about cars : There is 3 vehicules.
About several types of variants gameplay :
how about arrow controls?
Mmm world of goo soundtrack - i approve :D
@Hookah604: Go
Due to latency problems, it's not possible to control the car with arrows keys. The only way to control the vehicule is the mouse. Notes about that : if you don't order new movements, the vehicule continues to move, and increase his speed. To become speedy, you must do skids (to win boost) and order a few movements in good places to increase your speed.
Speed information :
These speed informations are influenced by the type of vehicule used.
NOTE: I'm going to make changes on the Mod. It will be available on EU servers this monday.
you should seriously make maro kart, with turtle shells, bananas, everything.
I would try to put the arrow movement in the date editor, because honestly if a race game is not done by arrows.. It seems more like just button smashing and much easier control system.
I would think the mouse button mashing seems too easy to control your car.
I am not 100% sure of this as I have not tested your system, but that is defiantly what I observe watching the video. I also know I would get very bored of just mashing my mouse button and only play this a number of times.
@Ash4meD: Go
It's true and false.
The Starcraft pathing movement always orders the car to go in this location, and dodges obstacles. But the physical engine changes the behaviour of your car, and his trajectory.
Testing the engine of HagggisNZ allow you to have a good idea of playability of this game.
By hiding command pannel, i cannot access to the command buttons keys. If i can add controls keys, i'll go to make that, but for the moment, it seems to be impossible without big latency problems (making car driving impossible).
Without jumps and "mario-kart" items, the game can be boring if you find all perfect points to have a very good trajectory... And find these "perfect efficient points" is very hard. Spamming the right click on your mouse isn't the best option to make you the first :]
What I am saying is it is possible without creating lag!!
You just need to create in through the data editor / Not the trigger editor.
I am not 100 percent sure how to do it. I do know that some others do though so you just have to ask around.
I would most definitely check it out if I was you. You have a lot of great systems in the map already... Just add a few more!! lol
Maybe it works fine with mouse, but I''d rather play with the keyboard.
If possible IMO you should move the "chat window" to the bottom left. I think it can get annoying to have that in the middle of the screen.
Yup, I think you should really consider trying to make wasd movement. It would propably increase popularity and make it a bit more better.
If the wasd doesnt work (laggs), then mouse controll will do. It will propably be lots of fun anyway.
@Doubotis: Go
First off, Doubotis, thank you for the awesome map, even though I can't play it.. lol.
Second off, you shouldnt make it arrow or WASD controls even if you could. Watching the video for this it almost made me have flash backs of some UMS maps for BW, and that definatly isnt a bad thing. Im tired of all these poorly controled WASD imports of maps that shouldnt really even be part of starcraft. Any map that I have played so far replies very badly while using a keyboard control.
Third off, my only problem with this is map is that it wont be published in US >.<... (P.M. if you need/want someone to publish it in the U.S. when its done.
Thanks for replies.
I have some problems with the actual Beta Mod system (bugs, etc.)
An Alpha version of this Mod will be released soon, for multiplayer testing. 2 maps will be released for testing this Mod.
All of these released versions are only on EU servers. I hope to find players to export this game on other communities when the project is finished. It's totally not a problem for me :)
About Alpha Version :
About WASD controls, it's not the priority. My main priority for the moment is to finish some systems.
2 maps released for Alpha version :
@Doubotis: Go
when u public your map, I must try this game of car :), I just remember the goods times when I play at game "CARS"was wonderfull, I think this is the same or better ;).
Some information about the mod.
I'm trying to make something very easy. This is an example of the functionnalities :
1.) The Mod includes Campaign module. Useless to import Campaign module.
2.) Add the dependancy Virtua SC2 Racing to a new map.
3.) Choose between all environment named "Racing".
4.) Create your map. You can launch your map immediatly, but some errors will occurs.
5.) Create the race with doodads. When you are Ok, go to Region layer.
6.) Create a "Race Line" region to the start line of your race.
7.) Create some regions "Checkpoints" to different points of your race. Be carreful, all information about distance and length are calculated with Checkpoints regions. Don't be afraid to create 3-4-5 checkpoints to your map.
8.) Go to Trigger Editor. You will now define all variables of your race, needed by the module.
9.) Create a new trigger. Event -> Map initialization.
10.) Define all checkpoints and the Race Line regions to the correct variables.
12.) If you have jumps area, define these regions to the correct variable.
12.) Go to the map. Create some points to define intelligence paths for each 3 difficulties (Easy/Medium/Hard).
13.) Define all IA points defined on the map to the correct variables.
14.) You can add some triggers specified for your map, to make an specific ambiance for example.
15.) If you want add other trings to your map, be aware about cars, they are invulnerable, untargetable and have 5 HP. If you want to destroy a car, call the named method "Do Respawn Player". Parameters are (player index -1; vehicule unit destroyed). This method handle the kill and respawn method. (Need further upgrades to make this method more user-friendly)
16.) All non-pathed regions are travellable by vehicules.
17.) If you want to add cameras views, add these cameras and triggering regions to your map. After that, go to trigger editor and defines specific variables.
By the way, i want this mod can be used by everyone to create racing maps very easily.
[ Sorry, french version of galaxyeditor ;) ]
Thanks! But can u answe at my questionp ls? when u release your map :P? in my depedancy i haven't vurta mod..
@rvbber: Go
Sorry :P
It's now public. The name is "Virtua SC2 Racing (Alpha)".
I will create a project in curse to add the first map as an example.
@Doubotis: Go
I have a question how u design the arrow in the 2° image?