Blast City - Awkward Cargo

Post GTA1/GTA2 maps here (finished and work in progress).
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elypter
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Blast City - Awkward Cargo

Post by elypter »

That's my newest map. As you can see it is a cargoship/ferry.

The goal is to push your opponent into the water. No weapons and only driving is allowed. The Arena is the northern deck.
There is no scripting yet and the carpark is a random selection because because which cars are best for battle can only be found out by playing :P

Features:
-slighly modified uk.sty, the original conversion of gta london textures from Pyro.
-moving water
-sounds
-a little "easter egg" ;)
-live counter
-19(26 planned) 29 Surprise Items (many are good, some are neutral and some are bad) that spawn on one of the 4 places. Some are simple car weapons others are complex scripts. these are the reason for the 2200(atm in non released version) 3222 lines of code.

to use the powerups collect them, press fire, press horn or both. and be warned: not all powerups are good ones!

Please test and post your experiences about which car has which advantages or which car properties are useful in battle.

Changelog:

2010-12-21:
-rewrote the arena script
-removed invulv and added controls off command (thanks to WELCOME)
-and also again: removed some bugs
2010-12-20:
-several important bugfixes and improved arena management + 2 items
2010-12-13:
-fixed several bugs again and added respawning cars
2010-12-12):
-added many new items and fixed some bugs
2010-12-07:
-fixed some bugs
2010-12-06:
-i added a lot of scripted powerups, many in its form never seen on any map.
-if you leave your car now you loose one live (except with "get out of jail")
2010-12-03:
-the deck has now a hopefully good car park.
-a script counts down from 10 lives for each player (due to gta2 weiredness™ only 3 4(with proper handling) counters are possible)
-you will loose a live when you leave the battle deck (no matter how)
(between):
many other important things including powerup system new cars and live counter
2010-09-08:
first release
-new texture
-completed map
-sounds
-test car park
2010-08-06:
changed mmp & readme to newest convention
before:
sketch


be warned: 7MB because of custom .sty and .raw file
http://test.gta2.square7.net/bc_ac.7z offline
http://www.filefront.com/17618702/bc_ac.7z old(est)
http://www.filefront.com/17644608/bc_ac.7z old2
http://www.filefront.com/17675635/bc_ac.7z old3
http://www.filefront.com/17686267/bc_ac.7z old4
http://gta2dare.square7.net/maps/bc_ac.7z
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Last edited by elypter on 13 Feb 2011, 23:42, edited 17 times in total.
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Re: Blast City - Awkward Cargo

Post by elypter »

i did some updaes
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Re: Blast City - Awkward Cargo

Post by elypter »

i added many things to the script. its ~1650 lines now.
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Re: Blast City - Awkward Cargo

Post by Sektor »

You could use the scores to display life count. ADD_SCORE (p1, -100000), ADD_SCORE (p1, p1lives), something like that.
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Re: Blast City - Awkward Cargo

Post by elypter »

its already implemented (i hope also in the uploaded version). it counts down from 10 000 000 in steps of 100 000. so you have 100 "score lives". this way you can play with more lives than 10 if you want and also with more than 4 players.
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Re: Blast City - Awkward Cargo

Post by elypter »

i did a lot of coding again and added many new items.
in such a huge script it is possible that i missed 1 or 2 bugs. So please report if you find one.

trivia: with 3222 lines of code it is the most complex multiplayer script for gta2 now ;)
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Re: Blast City - Awkward Cargo

Post by elypter »

many things improved again. this is the first time i had to reduce the script size to stay below the max of 3014 code lines
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Re: Blast City - Awkward Cargo

Post by elypter »

fixed some bugs
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Re: Blast City - Awkward Cargo

Post by elypter »

changes:
  • the false counting bug and the out of car teleport bug have been fixed. it should be mostly error free now.
  • added a Lite version that only has classic powerups.
  • powerup respawn time has been reduced drastically.
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