Water Slow Race

Post GTA1/GTA2 maps here (finished and work in progress).
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Sektor
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Water Slow Race

Post by Sektor » Sat Nov 20, 2010 6:46 am

Download: http://gtamp.com/maps/wsrace.7z
This map was created by Yorselfon and modified by Sektor.

[MapFiles]
GMPFile = wsrace.gmp
STYFile = ste.sty
SCRFile = wsrace.scr
Description = Water Slow Race
GTA2Version = 11.39
Author[]= Sektor
Author[]= Yorselfon
DuskSupport = true
LongDesc = A challenging race map. Every player respawns at the furthest checkpoint achieved by anyone. You can fight to the death at the end, race winner gets an advantage.
WantedLevel = 0-6

Image

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Re: Water Slow Race

Post by Sektor » Sat Feb 19, 2011 5:25 am

Changed some air tiles to field
Added some tunnels in a part of that map that was impossible to get past
Added enough cars for 6 players and made them all respawn
Added checkpoints (if you die, you are teleported to the furthest checkpoint any player has reached)
Added a points reward tank at the end of the track

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Re: Water Slow Race

Post by Sektor » Wed Mar 30, 2011 11:49 am

Redesigned the start, road breaks in multiple places and players can ram each other
Bollards now block every player for the 321 countdown.
Removed most of the fences from the bridge
First underground part replaced with above ground section and turned into a checkpoint
Removed fences from tank run so that tanks can shoot each other
Linked some parts so that you can always get to the other players
Added a checkpoint with cop cars
Changed molotovs and rockets to 99 ammo and instant respawning
Added a bald guy that always displays highest checkpoint reached
Vehicles only respawn when all players are offscreen

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Re: Water Slow Race

Post by elypter » Fri Apr 01, 2011 10:33 pm

you should either write the gmp filename in lower case or correct it in the mmp file.
the way it is now it is not found by my script because linux is case sensitive:
http://gta2dare.omnitude.net/maplist/list.php
yur sa'nok ngeyä

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Re: Water Slow Race

Post by Sektor » Sat Apr 02, 2011 2:42 am

I'll change it to lowercase. I also noticed I forgot to optimise the GMP, heh.

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Re: Water Slow Race

Post by Sektor » Fri Jul 08, 2011 9:39 pm

Reduced countdown delay
Changed start cars to PARKED instead of CAR_DATA so they appear instantly and you can't walk under one
Enabled dusk support in script and adjusted a few lights in the GMP file
P1 can teleport everyone to checkpoint 4, 5 or 6 by walking on those numbers near the start
Added many regenerating/exploding mines to the white bridge
Added a gap on the white bridge that requires a vehicle to cross
Added a blocking wall to the white bridge (there are at least two ways to get past it)
Added electrofingers and more rocket launcher pickups at the end
Anyone who gets in the tank will get 10 flamethrower ammo and will get that ammo back if they die

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Re: Water Slow Race

Post by Sektor » Sat Jul 09, 2011 5:44 am

Made it so anyone who gets in the tank gets flamethrower.
There are now at least 3 ways to pass checkpoint 5.

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