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Everything posted by TurbTastic
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I started making Beer Pong in , made it again in H2A, and now I managed to pull it off in Halo 5 (about 350 scripts later). Players will need to control the speed of their mongoose as they drive off of a ramp and try to land it in all cups. Each cup will disappear when you land in it, so you need to eliminate each individual cup to win the round. I didn't use the Party Cups because they were too small for a mongoose to land in. This game works with anywhere from 2-16 players, and I have a 10 Cup Version and a 6 Cup Version available to choose from depending on number of players and skill level. Enjoy! Download Map: Beer Pong - 10 Cup Download Map: Beer Pong - 6 Cup Download Game Mode: Beer Pong by Turb I'd like to thank xXBarthXx and SoS Darth Algar for their contributions on aesthetics!
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Sarcasm? I built the game mode and helped my buddy with the design and size of the field and I let him build the map because I didn't have much time at the time. If you give it a go I think you'll thoroughly enjoy the gameplay. If you have some ideas for more aesthetics I can see if we can sprinkle some in.
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In this adaptation of the popular sport the ball carrier is unable to move, so they must pass the ball to their teammates to score. The ball carrier is given a slight jump advantage, so always jump before passing. The ball will reset very quickly if no one picks it up, and if the ball hits the ground in the end zone it will reset. Unfortunately Automatic Ball Pickup is not an option in Halo 5 yet, so you have to hold X to catch the ball. 4-16 players. Co-forge with Vincent Torre. File Browser - Bookmark Map File Browser - Bookmark Game Mode https://youtu.be/mFvp41Et0BI
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In this adaptation of the popular sport the ball carrier is unable to move, so they must pass the ball to their teammates to score. The ball carrier is given a slight jump advantage, so always jump before passing. The ball will reset very quickly if no one picks it up, and if the ball hits the ground in the end zone it will reset. Unfortunately Automatic Ball Pickup is not an option in Halo 5 yet, so you have to hold X to catch the ball. 4-16 players. Co-forge with Vincent Torre. File Browser - Bookmark Map File Browser - Bookmark Game Mode https://youtu.be/mFvp41Et0BI
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In this minigame players spawn on a platform with 26 rainbow-colored blocks for each team's side. The blocks are color-coded with explosive barrels in the distance. Each player is equipped with a sniper rifle. If a player on the Red Team shoots a Green Barrel, then a Green Block will despawn on Blue Team's side creating a death hazard. Barrels explode with 2 hits, and I recommend scoping in twice for accuracy and to see the colors better. Stabilizers are enabled, so if you are scoped in and the block you are standing on despawns then there is a split second where you have a chance to thrust to an adjacent block and clamber up. This is a round-based survival game where one team wins when they've eliminated the opponents. Load 343 Strongholds, then Rainbow Sniping. This minigame works best with 2-10 players, but it is built to work with 16. The round goes too fast with more than 10 players. To download, add TurbTastic on Xbox Live, Halo 5 Friends Roster, TurbTastic, find the bookmarked map variant & game mode and add to your bookmarks
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He also made the SNES version
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There's a guy that has a pretty good version of Rainbow Road from the Wii. Gamertag = MaxMatt753
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This racetrack is a remake of Bowser’s Castle from Mario Kart 64. Features include a fire-breathing Bowser statue, scripted crate Thwomps, and a lava bridge. Speed boost powerups work like mushroom boosts, and there’s another powerup near the end that drops crates on opponents just ahead of you. Since there are so many sharp 90 degree turns I added infection shields in some places which work like bumpers. Laps take about 1 minute and 30 seconds. The map is designed for mongoose racing and supports up to 16 players. Play with my race gametype for the best experience.
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In this minigame each player tries to survive the longest in their warthog. The platform is an 8x8 grid riddled with holes that players can fall through. Players that die respawn in a room filled with 16 switches, and each switch launches in a kill ball below (10 second recharge). The switches are color coordinated with the platform below, so players know where the kill ball will appear which allows them to target specific players. Switches are not available for the first 30 seconds of each round.
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Using the Race game type and scripting I was able to recreate Beer Pong for H2A. Drive your mongoose off of a ramp and try to land in the cups to score. If you make a cup it will disappear, so your team needs to make all of the cups to win the round. I have a 6 Cup version and a 10 Cup version. Halo MCC Epic Forge Maps #28 - Beer Pong (Halo 2 …:
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I already made one that won't load due to the high object count issue. So if they fix that I'll probably make a few. My main goal is to make a fancy team racing map with lots of scripting, but they gotta fix the stability first.
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In this minigame players must avoid falling the stage, but to make things interesting the stage becomes progressively smaller every 15 seconds. There are 5 rounds lasting 2 minutes each, and a teleporter will spawn in 30 seconds into each round enforcing a vehicles-only rule so you can't get off your mongoose or flip it over. The last player on the stage in their mongoose is awarded with a point and wins the round. Each ring is a different color and will disappear according to this schedule: cyan at 1:45, orange at 1:30, purple at 1:15, green at 1:00, gold at 0:45, blue at 0:30, and the red does not disappear. The game is free for all by default, but it is also a lot of fun if you enable teams. See the video below for some good gameplay. Campaign leaderboards, campaign scoring, Halo 3, Sierra, Heroic, Friends, Co-op, 17088
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Map: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/3dc3f2c0-5a7e-48f2-b2be-aaf304489eec Gametype: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/db66df4e-9181-4966-b8da-5d221f7ad589 This is my new minigame called Shuffleboard (map & gametype). It is based on the game where you slide pucks on a long table with sand on it that allows the pucks to slide gradually. In my game I used Warthogs as the pucks (possible with Multi-Team Ricochet). Initially I wanted to have each team competing for points on the same side so people could try to knock the other teams pucks off the board, but it's impossible to get the scoring to work right for that so I had to separate teams on 2 boards. Each team will start with 8 Warthogs on their side, and they want the Warthogs to land in the scoring positions. The driver is ejected from the warthog and teleported back to the spawn when they reach the Dominion Base Shield, so the speed of the warthog at the time you go through the shield determines how far it will slide. Gravity volumes are strategically placed to allow the Warthogs to slide. Red is worth 3, Orange is worth 2, Green is worth 1, and this is labeled in game by dice. The spawn is setup so that you can look through the floor to see where your warthog ends up, and you can see how many points each team is going to get. The center of the Warthog determines which zone it is in, and credit is given to each team at the end of each 1 minute round. The team with the most points at the end of 6 rounds wins the game. Each player has enough time to send about 3 warthogs each round, so it shouldn't matter if teams are slightly uneven as long as each team has at least 3 players. To ensure that the Warthogs are still at the end of the round there is something that will spawn when there is 7 seconds left and stop new warthogs from entering. Game this is based on. Overview of map. Players enter Warthogs above the board. Layout is designed so you can see where your Warthog ends up. Drive at about 75% speed when you hit the shield. After going through the shield you are ejected and teleported back to the spawn where you can make additional attempts if more Warthogs are available. 3 points for Red. 2 points for Orange. 1 point for Green. 6 points total here. If you go too fast your Warthog will fall off the end and earn no points.
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Map: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/0ec13b38-f518-4684-857c-98f977dff0b9 Gametype: https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/4a56959f-8864-4a52-97db-ddf35f62226d This is my new minigame called GooseBall (map & gametype). It is a ricochet-based game where the only way you can score is by throwing the ball from the back of a mongoose. This is accomplished by surrounding the area near the goal with a players-only teleporter. Anyone that is on foot in the water areas (see first picture below) will be teleported back to their base (ball carriers will be killed to prevent the ball from ending up in a base). There is a neutral zone in the middle where the ball spawns that allows players to be on foot. Everyone starts with an overshield coming out of their base and is equipped with a shotgun. Players that are on a mongoose are roughly twice as strong as players on foot, so the only time you want to be on foot is when you are trying to pick up the ball. Goals are located on each end right above each team's spawn. Throw the ball into the goal by pressing the grenade button when you are close enough to make it. First team to get 5 goals wins. I recommend 8-12 players, though it is compatible for up to 16. Forge nerd stuff at the bottom. See screenshots below: Overview of the arena. Inside of spawn/base. Pair up whenever possible. Go to the middle, fight for the ball. Red team making a run with the ball. Slips by blue defenders and throws the ball in the goal. Nice block Zandril... Splatters are effective against anyone on foot due to increased falling damage. Mongoose collisions may also cause significant damage to players. Forge Nerds: Players on foot are teleported to one of these two structures. Only one structure is needed, but I didn't want people overloading the teleporter system. These structures have a kill ball near the top that will only kill you if you have the ball (complex interactions between gametype settings and trait zone settings). There is an invincible dominion base shield set to one team that is used to filter players from a certain team to the proper sender node that takes them back to their base. This had to be done this way as teleporters can't be set to work for only one team. When players are on a mongoose they are at a slightly increased elevation compared to standing, so I was able to use trait zones at different heights to give different attributes to players depending on whether or not they were on a mongoose. When you have the vehicles on map setting set to Mongooses (with the ricochet gametype at least) the game will not respawn vehicles that were originally mongooses, so I used 8 ghosts and 8 warthogs for the 16 mongooses. The "min count" attribute was set to 8 for ghosts and warthogs so they would respawn faster. There are extra dominion vehicle pads at each base as well.
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Map: Team Race - CoAction Gametype: Race - Teams of 2 I've been working on Team Racing for over a year now and have been stuck with using a King of the Hill variant until a gametype by Mr Sylux and Gabo came out with one that is much better (Team Race v1.8 ). This gametype is designed so that teams of 2 will be placed into position on the mongoose and will be forced back on if they get off for 3 seconds. There are issues if team sizes go over 2 so you may want to set the maximum number of players equal to the number when you start. The gametype doesn't allow progressive checkpoints like Race v1.1 so it works best having the first team that reaches the end wins the round. Now that I had this to work with I decided to build a map designed exclusively for racing in teams. Obstacles in the course are interactive and often require cooperation between the driver and gunner for things such as shooting down a barricade. The gunner is equipped with a Railgun and Sticky Detonator which will be used to disrupt other teams as well as interact with various obstacles and triggers throughout the map. Co-forged with TheRedEyedDevil. I'll explain all the features of the map by describing these screenshots: Overhead view. Shows the 8 starting cells for the teams. Starting cell. Gate goes down 10 seconds in. To change drivers have the intended driver get off first and the intended gunner get off right after. First section starts out really wide and funnels players into a more narrow section. First obstacle is a dominion base shield with a land mine on it that can assist taking down the shield. The green shield is blocking a slight shortcut and shooting this land mine will take it down. It will also cause a chain reaction. Dice before. Dice after. You can also trigger the dice by looking back and shooting the mine. Players can reach high speeds on this downslope. There is a jump at the bottom. The cones are a harmless guide. If you hit the jump with enough speed you will land on the bridge above. The lower section is very bumpy courtesy of the rocks. Players bounce on destructible shields in this section. Screenshot If you fall through the shields, then you need to drive up this ramp to get back up. The right side has a flashing red light as it will slow you down. The left side will not slow you down but it is blocked by a shield. The center shield is neutral and can be taken down by shooting the land mine like so. The other 8 shields will only allow one random team to pass through them. There are land mines on both sides of this block that will cause these barricades to drop like this. There are 3 ways to go here. The left side requires a lot of speed to make the jump. The middle takes you to a lower section where you need to get conquer a rollover. The right side is blocked by pallets and there is a booster behind them. Taking out the shield door on the bridge from a distance. Barricades and crates roll downhill in this section. The final bridge section is very long and is prone to lead changes.
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Gamertag - TurbTastic Map: Beer Pong - 6 Cup Gametype = Beer Pong I'll explain how this game works by describing the screenshots. Works with anywhere from 2-16 players, but I recommend 4-10 players. I used the Multi-Team version of Ricochet to achieve these mechanics. The mongooses are the balls in this game. The cones mark where players on foot will be teleported back. Red team tries to make all the red cups before the blue team makes all the blue cups. The shields on the ramps prevents players from landing on the opposite team's side. Each cup you need to make is marked Deliver (difficult to capture in a screenshot). If you go full speed the whole way you will overshoot the cups. When the player lands a mongoose in a cup it creates an explosion that will impact all players in the area. The shields near the cups prevent players from landing in the opposite team's cups. If someone lands in an enemy cup it scores for the other team. Here you can tell that blue has 3 cups left to make. Each player fell short. There are teleporters on each side that will send you back to your spawn before you land in the ocean, and there is a system in place that will kill players that land on the wrong side. If someone makes it in a cup that has already been made, then there is no explosion and no points are scored. This looks like victory in the making.
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Gamertag - TurbTastic Map: Beer Pong - 6 Cup Gametype: Beer Pong I'll explain how this game works by describing the screenshots. Works with anywhere from 2-16 players, but I recommend 4-10 players. I used the Multi-Team version of Ricochet to achieve these mechanics. The mongooses are the balls in this game. The cones mark where players on foot will be teleported back. Red team tries to make all the red cups before the blue team makes all the blue cups. The shields on the ramps prevents players from landing on the opposite team's side. Each cup you need to make is marked Deliver (difficult to capture in a screenshot). If you go full speed the whole way you will overshoot the cups. When the player lands a mongoose in a cup it creates an explosion that will impact all players in the area. The shields near the cups prevent players from landing in the opposite team's cups. If someone lands in an enemy cup it scores for the other team. Here you can tell that blue has 3 cups left to make. Each player fell short. There are teleporters on each side that will send you back to your spawn before you land in the ocean, and there is a system in place that will kill players that land on the wrong side. If someone makes it in a cup that has already been made, then there is no explosion and no points are scored. This looks like victory in the making.
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This is my remake of the Mario Kart Wii version of this track. It was originally on the DS, but it was featured as a retro course on the Wii. Thanks to the new Race gametype I was able to save a lot of budget and this allowed me to build a track with so much structure. The main points of the map are the clock tower, statue, and bridge. I have the new Race v1.1 on my file share along with many other compatible maps. Works with mongooses, warthogs, ghosts, and mini banshees! Download Map! Download Race Gametype!
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This is my remake of the Mario Kart Wii version of this track. It was originally on the DS, but it was featured as a retro course on the Wii. Thanks to the new Race gametype I was able to save a lot of budget and this allowed me to build a track with so much structure. The main points of the map are the clock tower, statue, and bridge. I have the new Race v1.1 on my file share along with many other compatible maps. Works with mongooses, warthogs, ghosts, and mini banshees! Download Map! Download Race Gametype!
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Are you referring to what I call the "1 degree glitch"? It's where pieces that I placed at 90 end up at 89 or 91 degrees and such. In my experience this is entirely related to having more than one person in the forge session. This will never happen to you if you always forge by yourself, otherwise if you must forge with 2 check a few pieces before you save and always save as new.
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I'm pretty sure that the turret must be built by a player. I doubt that turrets will allow full physics (affected by gravity volumes, lifts, players, etc.). The list of items that do this is pretty short and consists of mostly scenery, explosives, toys, and vehicles.
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Gravity volumes are not the issue. Many of the scenery pieces that normally allow full physics do not work the same on forge island. You can tell by doing the falling piece routine to see if an item allows full physics. Place as fixed in the air, let go, change to normal without grabbing, and give it a bump.
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RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. The attached map is Bowsers Castle, which has a good checkpoint and starting shield for examples. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
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***Just use the "special" race gametype on my file share*** RACETRACKS is a King of the Hill variant that will record 1 lap as 1 second if the map is built properly. The game type was created by Masta Hippie in his efforts to make a substitute for the race game type as 343 sadly left it out. The game type has withstood the test of time and remains the best substitute in Halo 4 racing. You can download it here. It's best to play this with everyone on the same team. The reason you do not want to be on different teams or free for all is because there is no way to turn off hill contesting, so players wouldn't get credit if going through the checkpoint at the same time. The most difficult aspect of making your track compatible with the game type is getting a checkpoint built that always gives 1 second and is uncheatable. These can be minor issues or major hurdles depending on your track layout and budget situation. There are essentially 2 ways you can approach making your checkpoint. The most common method involves using 4-5 one-way shields that will continuously push the players through the zone even if they try to resist. Since these shields cost 200 a piece, I spent a great deal of time making it work consistently with only 4 doors and I will share my spacing techniques. If the shields are too close then players will be able to sit in the hill without being pushed through. If they are too far apart it can easily be cheated. My coordinate measurements will be more useful if you are building your map (or at least the checkpoint) on a 90 degree basis, which I thoroughly recommend. Here is a photo of one of my checkpoints: First you will need to make a Hill Marker that has the game type label of KOTH-HILL. Rotate your Hill Marker so that it is facing forwards on your track where you want your checkpoint to be. Change the shape to a box and make the width 3.5 and make the length long enough to span the width of your track. The 1st shield in the checkpoint should be just barely inside the hill. The 2nd shield should be 1.0 away from the 1st. The 3rd should be 1.1 away from the 2nd. The 4th shield should be 1.1 away from the 3rd. This last shield should also be just barely inside the hill. If you get the placement right players will be unable to park on either side and get credit. In order to prevent people from sitting in the hill on foot, you will need to have a Sender teleporter in the hill with Players=True and Vehicles=False. Add a Receiver teleporter at the beginning of your track with the same settings. An alternate method is to put the checkpoint (Hill) in midair as part of a jump. You can choose to make this work using man cannons and/or gravity volumes. This method has the benefit of being much cheaper than the previous method, but it will likely be a bit more difficult to get it working right (always 1 second, uncheatable). I personally have no experience using this method myself, but I have seen it work without issues on many occasions. Not having the race game type means all vehicles must be placed on the map. To make your map compatible for 16 players you will need to use 8 mongooses and 8 ghosts. If your map has areas where players can fall off and have their vehicle destroyed, then you may want to consider adding spare vehicles in the form of warthogs. The game type will turn the ghosts and warthogs into mongooses. The respawn time should be 1-5 seconds so they don't take long to come back. Instead of lining the vehicles up bumper to bumper, you may want to have them slightly angled inwards so they can drive forward without obstruction. With my newer tracks I've been using only respawn points and skipping the initial spawn points. You should have 1 respawn point for each mongoose provided (excluding spares). I like to put them right next to the vehicle so that when a player spawns they immediately have the option to get into the vehicle. This minimizes the chaos that usually occurs in the first 10 seconds of the race. All respawn points should be neutral. One of the most frustrating things about losing the race game type is that when you die you go all the way back to the beginning. Those who have played my tracks probably know that I use a system of teleporters as a substitute for checkpoints. Doing this can be pretty simple or impossible based on the layout of the track. If your track is spread out it should be easy. If your track intertwines and overlaps a lot then teleporters will not be feasible. For basic layouts, you have the ability to set up 5 checkpoints (alpha-echo). The idea is that you will have them situated in such a way that if you fall off you will only go back a little bit, and never forward. For the Sender teleporters I recommend making the "top" value 0.1 and the bottom value 1.0+. When having a complete system is not possible,I recommend putting the teleporters under the most difficult obstacles/sections. This will minimize frustration and maximize fun (these are good things). If you really want to go the extra mile, then you can add a starting gate. Having a starting gate will give everyone a fair chance and makes competitive sessions much easier. This usually will involve a dominion base shield and a delayed fusion coil (18-20 seconds), but you can also use delayed structure pieces. The most difficult thing about the shield method is getting it set up so that the shield never comes back (the game type has 0% damage in the settings so players can't take it down). Logic would tell you to put the respawn time to never, but this will cause the shield to never spawn in the first place. It seems to miraculously work for me sometimes when I leave the spawn time at 15 seconds, but this does not work all the time. Random tips: -dominion base shields are extremely useful (as walls/borders), colorful, and cheap -the impact pallet is the most useful for complex maps, there is a wide variety of pieces and they are cheap -sources of flat: building blocks, walls, upside down stunt ramps, grids, platform large, platform xlarge (top or bottom), cylinder large (top or bottom), brace large, bridges, upside down tower 3 story, tunnel long, +some map-specific pieces -the default game type has damage set to 0% (due to use of starting shields) so if you plan on using mines or kill balls you will need to use a player trait zone to override the game type (10% damage, invulnerable, assassination immunity) - dominion base stripes make for nice railings -to save money on spare vehicles you can use mongoose vehicle pads and assign them to the defender team, that way players on the red team can use them (100 each instead of 150) -score to win: 2 x # racers + 1 will end the race when the lead player gets 3 laps (assuming no lapping occurs) Where to find good racetracks: TurbTastic Noble Forger llehctim4 Lord FluffBall WhiskeyWarm NukedIceCream treez0 vR Iceman Tripmine413 TheRedEyedDevil DjV RazoR x DREAM76 x oomishday3 DRG Incubus Jernst Reborn SoS Darth Algar Halo Customs ForgeHub ForgeCafe YouTube Channel - treez0 YouTube Channel - HiddenJewGold
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This is my remake of the track from Mario Kart 64. It was the one where it wouldn't tell you what place you were in due to the multiple routes that you could take. It is compatible with the RACETRACKS gametype and I included a teleporter system to act like checkpoints. Please tell me if you find a way to cheat that system and I will patch it. I used street cones to simulate the porcupines, and the combination of soccer balls and a falling crate to simulate the large Yoshi egg. I added a soft kill on the slim bridge at the end to combat trolling. The green screens with the juicy effect look awesome IMO, and I made them a bit uneven on purpose to encourage staying on the track. I probably wouldn't have made this track if this guy didn't dare someone to on my THFE Mario kart feature. Overview Comparison Starting section Route A Route B Route C Route D All routes lead to here Angry soccer balls Slim bridge with soft kill Final section
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- Mario
- racetracks
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(and 2 more)
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