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Suilenroc

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Everything posted by Suilenroc

  1. Entire map-spanning Cops vs. Robbers maps with vehicles and weapons all over will be a thing of greatness, don't you think?
  2. Fixed some features that were added in version 1.1. There is now a 30 second respawn and the map will run for a maximum of 25 minutes if the server allows it to. If anyone currently is or wants to use this map often on their server, please drop me a message. I'd love to play it along with you and even show you a few things.
  3. Suilenroc

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    The Panopitocon - 2:08:02 Sandking - 2:16:24
  4. I get that problem sometimes when I get a popup as I move something and MTA stubbornly refuses to minimize, but I don't think that's your problem.
  5. That's a bug. I think it has something to do with the sync lagging and vehicle pickups.
  6. 8147 This is nicely sized, though somewhat bigger than what you have for halfpipes currently. The only problems with this piece is that it's butt ugly and you can't select it by clicking on it, but the elements list is easy enough to use. I made a half pipe with this in about 10 minutes. The fence is see-though, but there are also solid beams you can line up easily. To make things much easier be sure to use CTRL + F9 to copy the object in the same location as well as SHIFT + MOUSE SCROLL to rotate objects in large increments (rotate 180 degrees to effectively mirror the fence on the other side and keep the same slope. Very useful after finishing one side of the halfpipe). That should help you line everything up easily.
  7. I suggest looking in the fences and barriers section under structures. There's alot of completely flat objects in there of various lengths.
  8. I seem to recall some missions in single player where NPCs were hanging on the side of helicopters shooting at you, so I imagine that it is possible with some time and work. As for toggling the allowance of drive/flybys, I think it might be better to specify it in the map files, if at all.
  9. Nice stunt map, but I keep hitting the edge of an object at the bottom of the half pipes. I think you should've used a different object to create the halfpipes.
  10. You kidding? What's more catchy than Casino Chase? It's got alliteration and everything!
  11. Sounds like a waste of time and I'd rather keep my MTA files seperate from the GTASA files.
  12. I don't really understand what you mean, but how about we settle this by playing Casino Chase?
  13. Well I was talking about Casino Chase. Were you talking about Smuggler's Run? Keep in mind that the Slam Van can go at a good speed and the race is very short. Also, in Casino Chase there's one hunter to every two runners.
  14. Cars can only outrun the hunters on long straightaways, and only a few of the cars are capable of that. I also designed it so the planes that could easily outrun the hunters are more difficult to get (notice that I put a nevada on the runway and rustler and dodo are in hangars). The majority of the games I've played end as a hunter win also, but the game can be very tense and exciting regardless. The most recent version of Casino Chase is on the [XE] race server now, along with many of my other maps.
  15. My Wayfarer has a minifridge mounted on the back. None of you can top that...
  16. Perhaps it could be made an option of the server host to specify the speed of the frame limiter? I personally think 25 is far too low, and a good range is between 30 and 40. Keep in mind that 30 is considered the unacceptable/acceptable threshold in most commerical games.
  17. A number of people gave positive votes on my Casino Chase series, but as soon as I uploaded the newest version all the votes were lost. Quite lame.
  18. Which I could imagine causing some serious lag and dropping of players.
  19. Oddly it seems the "." at the end of the sentence which was included into the link is causing the problem. Try this: http://center.mtasa.com/?p=race&r=2410
  20. In my experience with the physics-enabled objects they remain stationary until a force acts on them, and then they will be affected by gravity. The only way of making the objects fall that I found was to have a player dedicated to pushing the objects. So that map described by nightmare6969 could be done with players at the top pushing explosive barrels down on those in the arena below (though they unfortunately do not explode on contact with the ground). I remember playing a really terrible bumper cars map with RC Bandits and explosive barrels. It took near full speed on the RC Bandit to cause the barrels to explode, and with anything less than that you could push them around safely. So with this knowledge one could come to the conclusion that a map like that would best work with RC Bandits pushing explosive barrels on those below. Well as it so happens I created this map weeks ago. Check out Bandit Bombardment at http://center.mtasa.com/?p=race&r=2410. I also made Explosive Avalanche, which consists of a Dozer knocking large numbers of explosive barrels down on those racing below in a perfectly safe way. The dozer pushes yellow barrels which roll into explosive barrels which then fall below. http://center.mtasa.com/?p=race&r=2548 Unfortunately MTA:SA doesn't sync the status of objects and in these maps you will often see players drive straight through fallen or rolling barrels unscathed. Edit: Things were looking jumbled so I added some spacing.
  21. It's a favorite at the XE servers, but unfortunately no one really plays there anymore and the versions are out of date. I have also seen the very first version on some servers. My main reason for posting this exhibit was to get people to upload it to their own servers. I might figure out a way to improve the spawn in the next version. Right now it's only a problem in games with over 12 players.
  22. Smuggler's Run is all well and good, but after playing a few rounds of it I realized that the hunters vs. runners idea had so much more potential. That's why I created Casino Chase. ---Big explaination that you may not wish to read--- The biggest problem with Smuggler's Run is the lack of freedom for the runners caused by the number of checkpoints. When you are required to follow a specific route it's easy for you to get gunned down. So my biggest goal in Casino Chase was to give the runners a large sense of freedom. I did this by using a small number of checkpoints: two in San Fierro and one in Los Santos (the second CP in San Fierro is to prevent the one in Los Santos from showing on the radar). Just doing this wasn't enough, as the runners would still be restricted to their spawn vehicle (Turismos in this case). So I added all different sorts of vehicle pickups around the entire map. These were placed exactly where you would expect them: Cars in garages and dealerships, boats at beaches and docks, and planes and helicopters at airports. I also had to put cars at some beaches/docks and airports to allow runners to switch back to cars from boats or airplanes. Lastly things had to be balanced to make sure that everyone didn't take one superior route. I did this by blocking most of the bridges out of Las Venturas (where the map starts, if you hadn't guessed by now) so people will be more likely to give up their starting Turismos and get one of the various boats, planes, or helicopters placed around the area. Also for balancing I put in nitro and repair pickups to make things easier for the runners. Nitro pickups are found at all gas stations I could find (let me know if I missed any) and repair pickups can be found at spray shops, helicopter pads, and many docks. Safety measures were taken to prevent the hunters from completing the checkpoints (or any other air vehicles), and prevent runners from becoming hunters. ---End of big explaination--- To sum Casino Chase up, it has: Hunters vs. runners chase gameplay Large freedom and only two real checkpoints 208 vehicle, nitro, and repair pickups all over the state of San Andreas placed exactly where you would expect to find them Safety measures to prevent players from ruining the game Some damn cool jumps and vehicle changes A few secrets Here's some screenshots: http://img.photobucket.com/albums/v344/ ... oSpawn.jpg http://img.photobucket.com/albums/v344/ ... rSpawn.jpg http://img.photobucket.com/albums/v344/ ... locked.jpg http://img.photobucket.com/albums/v344/ ... VDocks.jpg http://img.photobucket.com/albums/v344/ ... amJump.jpg http://img.photobucket.com/albums/v344/ ... eyJump.jpg http://img.photobucket.com/albums/v344/ ... Runway.jpg http://img.photobucket.com/albums/v344/ ... Runway.jpg http://img.photobucket.com/albums/v344/ ... /Nitro.jpg http://img.photobucket.com/albums/v344/ ... nSpray.jpg http://img.photobucket.com/albums/v344/ ... deroad.jpg http://img.photobucket.com/albums/v344/ ... kpoint.jpg http://img.photobucket.com/albums/v344/ ... point2.jpg And of course here's the page for the map on center.mtasa.com http://center.mtasa.com/?p=race&r=2255
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