*sam* Posted Feb 8, 2010, 2:17 pm |
A new racetrack, developed by Nekojin, has just gone live!
I need to confirm whether this track will be in Sars, BL, or Shanty. For the moment, it's in Sars.. I present, Viper Canyon.. ![]() thanks Neko! ![]() BTW you'll see a really nice concrete bunker at the far end of this track (and visible in the image above); this was made by Tinker. Not yet implemented as something that peds can run inside and shoot from... but it's planned. |
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*Grograt* gary.r.horder@gmail.com Posted Feb 8, 2010, 2:25 pm |
Oh very nice, look forward to running around this | ||||
FireFly Posted Feb 8, 2010, 2:28 pm |
That is a sarsfield map, no matter how you look at it, yay for more sarsfield maps!
Also, if we ever have shanty race tracks, they should be somewhere along the lines of demo derby tracks... |
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FireFly Posted Feb 11, 2010, 11:49 am |
For offroad tracks, we could just take some of the desert tracks, plunk a couple of flags there, then checkpoint them and voila, a rally, all that we miss now is the snow and ice ![]() It cant be that hard can it? And I can totally see RP reasons for wanting to race buggy's trough the desert, with no "Tracks" and just checkpoints marked by flags to follow... |
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*sam* Posted Feb 11, 2010, 11:55 am |
Yep, it'd be fairly easy to do that. Maybe even add a new rule that certain out-of-town tracks can get invaded by mutant creatures during some races? |
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*Ninesticks* Posted Feb 11, 2010, 11:58 am |
Bah, I was hoping for a Texan racetrack !
Nice work Neko, thanks. |
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*Longo* Posted Feb 11, 2010, 12:01 pm |
Nice work Neko! I specced an event with this already, very unique and cool. | ||||
Serephe Posted Feb 11, 2010, 12:01 pm |
![]() |
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FireFly Posted Feb 11, 2010, 12:19 pm |
Hell, you think it's possible to throw in the slight chance of a "Pirate Raid" into these? |
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Arganosh Posted Feb 11, 2010, 8:14 pm |
Just wondering where one might find the tools to do something like this? | ||||
Nekojin Posted Feb 11, 2010, 8:24 pm |
I completely missed when Sam posted this thread. I hope everyone enjoys the track. I wasn't 100% satisfied with how it turned out, but Serephe and a few others convinced me that it was fine, and didn't need to be scrapped and rebuilt. ![]() Anyway, enjoy. |
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*Urban Decay* Posted Feb 11, 2010, 8:25 pm |
Sars track! I didn't even know there were tracks past GW... I gotta get a driver out there and try this thing. | ||||
*Wolfsbane* Posted Feb 11, 2010, 8:26 pm |
Check the wiki Arganosh. There's a page I wrote a while back about using the mission editor. It's only half finished, but it should help, and it has links to the tools. | ||||
Nekojin Posted Feb 11, 2010, 8:27 pm |
Forum thread about it (Subscribers Forum) Edit: Just so everyone is aware, I'm also putting the finishing touches on a new Arena, which should be ready some time next week, and debut in... oh, about 10 days. ![]() |
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*Grograt* gary.r.horder@gmail.com Posted Feb 11, 2010, 8:39 pm |
Have to say very nice little track neko, love the chassis around the course, nice and simple, but looks like great fun when some competitors are there kudos | ||||
simonmaxhill Posted Feb 11, 2010, 8:44 pm |
I'd love to see bunkers like this near chokepoints around a lot of the truckstops and key towns. The "wood fence defense" style doesn't give me the same "terrifying post apocalypse world" feeling as a bunker checkpoint in a narrow canyon. | ||||
*Grograt* gary.r.horder@gmail.com Posted Feb 11, 2010, 8:45 pm |
Agreed very nice touch, and as sam states may be able to have peds in those bunkers ![]() |
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Zephyr Posted Feb 11, 2010, 9:31 pm |
![]() The potential for player-created content to become official content is a really nice feature of this game. I'm still too "noobish" to really dive in to that aspect yet, but I'm looking forward to experimenting with this someday. This looks really nice! |
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Nekojin Posted Feb 11, 2010, 9:40 pm |
One caution to people who want to try making tracks or terrain: Save early, save often. The editor is very crashy for me, and rarely lasts more than 15 minutes at a time unless I'm only moving objects around. Sam says that my problems with the editor are out of the ordinary (most people don't have it crash nearly as frequently as I do), but better to be safe than sorry. Saving frequently is a good habit to get into, anyway. | ||||
*Wolfsbane* Posted Feb 11, 2010, 11:45 pm |
Yeah, seconded. It doesn't crash quite that often for me (more like once every couple of hours), but still, better safe than sorry. | ||||
*Urban Decay* Posted Feb 11, 2010, 11:55 pm |
Every time I try to go into that mission builder it just drops a car on a map, and that's it. Can't figure out how to do anything within it, or even make the car move lol. | ||||
*Wolfsbane* Posted Feb 11, 2010, 11:56 pm |
I was going to start moaning about how no one read my tutorial, then I went back and read it myself.
Yeah, might need to put a little more effort into that this weekend... |
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Big Daddy Posted Feb 17, 2010, 5:34 pm |
Very fun track. The AI seemed especially confused about the "final" (farthest) loop around the bunker - a couple turned before it and had to circle back to it. Only one even there so far, a race with hilariously underarmored cars! |