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Tank Race

Posted: Sun Sep 28, 2008 10:32 pm
by ahs3
I have had this idea for some time, tanks racing for a finish line. It uses holdtheflag plugin to keep score.

The trick is to stay off the walls, give it a try.

suggestions welcome.

Its up at bzbattleground.com:4000

Give it a try. :-)

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Posted: Mon Sep 29, 2008 12:50 am
by Quantum Tank
One of the funnest maps I've ever played on! Outstanding job. Making it so the corners and teleporters don't get you stuck would be nice though.

Posted: Mon Sep 29, 2008 1:00 am
by ahs3
Quantum Tank wrote:One of the funnest maps I've ever played on! Outstanding job. Making it so the corners and teleporters don't get you stuck would be nice though.

Thanks, if the turns were easy it would come down to who leaped out at the beginning. and the tele is another story but for now serves the same purpose.
The trick is to stay off the walls, give it a try.

Posted: Mon Sep 29, 2008 8:51 pm
by F687/s
This is a very interesting map, and quite fun. Gets kinda repetitive about 3/4 through, but not bad at all. One thing that might be a fun addition would be flags to act as Mario Kart-esque weapons. (Just a thought)

An addition to "tank race"

Posted: Tue Sep 30, 2008 3:58 am
by Agent West
Here is an additional level to the race. Note: this is just an idea, so it might have bugs in it. if you think that this level is a good one, PM me and i'll work all the bugs out and improve it if nesessary.

*as you approach the jump, you will see an orange bar on the track. it launches you over the gap. drive on the bar full speed. now imagine doing this while you are 400 tank-meters in the aitr :-)

Posted: Tue Sep 30, 2008 10:12 am
by io
well... i like the idea of mario kart style weapons... :)

The only thing is that every shot that hits you kill you ... so i think that there would be some serious changes on the server itself todo to make that possible.

Agent West: Quiet impressiv, good work... i think if you fix the bugs, and send it to ahs he would be pleased to add it.

We actually thought about jumps, speedlines etc. too, but ahs hadn't the time to code it yet i think. Good jump :)

Re:

Posted: Tue Sep 30, 2008 11:48 am
by Agent West
Glad to help y'all :-)

Just one question... what are the last 2 teleporters on the course- what did ash call them? (so i can fix the "link")

New track

Posted: Tue Sep 30, 2008 1:25 pm
by Agent West
Here are 3 screenshots from the new and improved track :-D

Posted: Tue Sep 30, 2008 9:56 pm
by F687/s
> The only thing is that every shot that hits you kill you ... so i think
> that there would be some serious changes on the server itself todo to make
> that possible.


Maybe. The big problem is that once you get killed you go back to the start. Though you could probably fix that by loading Phoenix.so and setting _explodeTime somewhat smaller, so that getting hit just puts you out of commission for a second or two. Then the only problem would be dumbing down the "ordinary" bullets so you can't shoot without flags.

Top level

Posted: Thu Oct 02, 2008 6:38 pm
by Agent West
Link to the level does not exist

name of the tele: toplevel

Possible addition

Posted: Thu Oct 02, 2008 8:57 pm
by Agent West
yeah, it's me again, taking up forum space :-)

here is a possible addition to the track. try it. me hopes u'll like it.

Another racing idea

Posted: Fri Oct 03, 2008 11:10 pm
by Agent West
Here is an idea of racing: drag racing.
Experience the thrill, feel the power of drag racing 2 Abrams tanks.
Wanna try it? DO IT, BZFlag style!!! :D :D :D

Green HTF 1 vs 1 race.

Posted: Sat Oct 04, 2008 1:31 am
by Astroman
You should post this separately (from ahs3's map).

Posted: Mon Oct 06, 2008 8:21 pm
by Agent West
this little addition/modification was made in attempt to stop TK at the start (blue base) on the new race track.

this addition creates a lot of ricos, so any shot will result in self-distraction other than TK.