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Ace_Gambit

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Everything posted by Ace_Gambit

  1. You can already make your own landscapes with landmasses. Besides, almost every structure will leave a big gaping hole when you delete it from the map . This means you'll have to fill it up before adding your own objects. And I don't think they will add a real dynamic landmass generator anytime soon.
  2. I found the blog: http://forum.mtavc.com/viewtopic.php?t= ... light=blog Sorry for being such a pain in the ass but I've only been around since december. It's all kind of new to me .
  3. There are no vehicle respawn pickups. Only regular pickups from single player (weapons, health, and armor). Ok, so when someone destroys a vehicle it's gone forever untill the next match.
  4. Do vehicle spawns pickups have a respawn time as well? Like when you take a car and it respawns after x seconds.
  5. And why is that a problem? With the glue function you can fit more people on a boat. Then you will have one player moving the boat and others defending it.
  6. Does the object limit apply to spawnpoints and pickup items as well? Here's a preview of my Team Death Match map (re-designed Okinawa Kamikaze). It is almost done.
  7. Is there an option to set vehicle color schemes? I want to add Rustlers but i'd figure it will be hard to identify players when plane colors are completely random.
  8. Okinawa Kamikaze DD 1.0 Destruction Derby mod is ready . http://center.mtasa.com/?p=race&r=6622 I've managed to create an invisible border that will prevent players from running off with their airplane . The Death Match mod should be ready by the end of this week.
  9. It looks like they pimped Optimus Prime .
  10. Even though I'm new to MTA and mapping I have some minor tips too. 1) Don't use a helicopter vehicle change cp at ground level when players are likely to travel at a fairly high speed. The heli needs time to get at full speed before being able to take off. You can use a vehicle change pickup instead (Heli's will change at full rotor speed with a pickup item). 2) Don't use nitro pickups when a player is on a bike (unless they get to choose between a bike or car). As far as I know it's pretty useless because you can't use the item anyway. 3) Don't place nitro pickups right in front of a vehicle change cp. Again - pretty useless because you'll loose the nitro once your vehicle changes.
  11. Well, if you took the the time to actually read the text in my first post you'll see that the cps are small and placed low to the ground for a reason. If you spawn in a Rustler you are not supposed to get the cps but to prevent the ground vehicles from getting them (Since there's no briefing option I thought placing them in impossible positions would make the Rustlers give up the actually race or smash their plane into the ground like a real kamikaze and start killing ground vehicles...their real objective). This means that you will never race for the cps with more than 16 players unless they get the vehicle change (which are fairly hard to get anyway). That in mind you will also spawn really spread out which gives enough room to prevent bottlenecks at the cps (Smart players will gain advantage fast) unlike some maps where people actually have to fight with 32 other players to get the first cps. Besides, all but a few cps are well places to keep the race going. This means that in general you don't have to turn in the middle of the "road" which is often a point of frustration in maps (blockers). As for the Rustlers...there are enough vehicle change pickups to get a Patriot (In case you spawn in a Rustler as the only player on a server). The Cargobobs are slow but they are placed well at the end of the race. Statistically speaking by the time players get there you'll never have to fight for the final checkpoints with all 16 participants (And even you will have to agree with me that some maps give you far less room to manoeuvre even with smaller vehicles throughout the entire race). The Patriots are not slow for this kind of terrain. If I'd put faster vehicles in the map people would drive around like madmen overshooting every cps. Besides I didn't want the army to drive in Sandkings . To win this map you'll have to be smart, skilled and you'll definitely need nerves of steel. I'm glad you understood at least that aspect of the map . But most importantly you can play this map on a full server and win. The only thing I'm going to change in version 1.2 are some repair pickups on top of the bridge of each US carrier ship for the Cargobobs (And maybe place the one on top of the old hut directly underneath the final island cp).
  12. I'm going to make Destruction Derby and Death Match version of the map once I figured out how to create a "sky box" to contain the airplanes. I hate it when people in airplanes and heli's flee the scene.
  13. touché But it was the only army like heli that couldn't shoot back. And I needed a heli for the last checkpoints.
  14. This is the showroom, right? Where people show their creations? I know some people give a rat’s ass about how the present their stuff and paste the link to the download section instead but I don’t. Is it overdone? Maybe… But this is nothing compared to the documents I normally write for my study . And I’m somewhat of a perfectionist…that’s also the reason why I present it like this.
  15. Introduction This is my second MTA map after The Icarus Run. It’s based on the battle of Okinawa at the end of World War II. The game play of the map is simple. There are 32 spawn points divided into two groups of 16 (even though it’s random and there’s a change of unbalanced groups you get the idea). Download Okinawa Kamikaze 1.0 Characteristics Description: Okinawa Kamikaze 1.0 Type: Race Spawn Locations: 32 Start Vehicle: Patriot/Rustler Checkpoints: 63 Time Limit: 12 minutes Re-spawn: Waves (10 seconds) Race Length: ~ 8 minutes Vehicle Change Pickups: 14 Vehicle Change Checkpoints: 0 Vehicles Used: Rustler, Patriot, Cargobob, Hydra (Easter Egg) Race Impression (click pictures for hi-res) http://img402.imageshack.us/img402/7360/mtasaokss01ki9.jpg http://img105.imageshack.us/img105/6729/mtasaokss02ar5.jpg http://img402.imageshack.us/img402/9032/mtasaokss03zf8.jpg http://img115.imageshack.us/img115/2930/mtasaokss04jx8.jpg http://img129.imageshack.us/img129/5935/mtasaokss05hn4.jpg http://img115.imageshack.us/img115/6610/mtasaokss06os8.jpg http://img168.imageshack.us/img168/7092/mtasaokss07au2.jpg http://img128.imageshack.us/img128/6656/mtasaokss08zh8.jpg http://img168.imageshack.us/img168/1665/mtasaokss09cr5.jpg http://img300.imageshack.us/img300/475/mtasaokss10bw9.jpg http://img167.imageshack.us/img167/8118/mtasaokss11ao5.jpg http://img300.imageshack.us/img300/7733/mtasaokss12xy5.jpg http://img128.imageshack.us/img128/116/mtasaokss13ng4.jpg http://img167.imageshack.us/img167/8149/mtasaokss14mu8.jpg http://img127.imageshack.us/img127/2221/mtasaokss15ql8.jpg http://img329.imageshack.us/img329/9108/mtasaokss16lg5.jpg http://img329.imageshack.us/img329/4032/mtasaokss17in8.jpg http://img329.imageshack.us/img329/1049/mtasaokss18bf2.jpg http://img127.imageshack.us/img127/1135/mtasaokss19lr8.jpg http://img126.imageshack.us/img126/37/mtasaokss20zq3.jpg Realistic sandbank... http://img329.imageshack.us/img329/2731/mtasaokss21ij2.jpg …go too far and you’ll drown. http://img329.imageshack.us/img329/4963/mtasaokss22ve9.jpg http://img126.imageshack.us/img126/7126/mtasaokss23uq3.jpg http://img179.imageshack.us/img179/410/mtasaokss24ud4.jpg http://img165.imageshack.us/img165/9433/mtasaokss25zh2.jpg -EDIT- Links instead of pictures and removed endless introduction
  16. That's the modified version lol. There are two versions. A short modified race (the one you are talking about) and the Extended race (which is in fact the original race). The short race is not going back to the top again but straight to the airport. That explains why you can't find the SUV's and Monster. /edit I've changed the download description a little bit.
  17. Introduction This is my first MTA map so please give some feedback. It’s not entirely noob-friendly because some checkpoints are fairly hard (only for novice players that is). There are a lot of vehicle changes but they are all useful at specific parts of the race. Some are even necessary to make a jump possible or to prevent a vehicle change up-side-down (from airplane to ground-vehicle for example). Others are just to keep the race “going”. I tried to make it a fairly fast race without any slow ass vehicles. Download The Icarus Run 1.0 Extended Full race including all jumps and SUV climbs. The Icarus Run 1.0 (Short Race) This version was modified to make it suitable for the littlewhiteys server (maximum time-limit is 8 minutes). I had to remove a great deal of the race to make it possible to finish within the 8 minute time-limit. The following jumps/climbs were removed: - Subterfuge - The Icarus Jump - Drunken Highway - Sideways - Going Down Characteristics Description: The Icarus Run 1.0 Extended Type: Race Start: Mount Chiliad Finish: Las Venturas Spawn Locations: 32 Start Vehicle: Phoenix Checkpoints: 84 Time Limit: 15 minutes Re-spawn: Waves (10 seconds) Race Length: ~ 11 minutes Vehicle Change Pickups: 7 Vehicle Change Checkpoints: 24 Vehicles Used: Phoenix, Rustler, PCJ-600, FCR-900, Infernus, Patriot, Hunter (Easter Egg), Cheetah, Sandking, Monster, Hydra Race Impression I hope you enjoy my first map. -EDIT- Removed a lot of images .
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