Lorne Theatre

Post GTA1/GTA2 maps here (finished and work in progress).
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elypter
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Lorne Theatre

Post by elypter » 24 Apr 2011, 12:57

image and description here

I played it once with Andrej and i think it has potential. There could possibly be a wipeout like mode and maybe some additional ramps (preferably jumping ramps) but that has to be figured out by playing.
So please try it out and tell me if something is missing or make your own mode. I could include it in the package or give you the password to upload it on the map list if you want.

Edit: I switched some weapon places and imho it already has a very good gameplay now.
Last edited by elypter on 10 May 2011, 10:24, edited 1 time in total.
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Re: Lorn Theatre

Post by BenMillard » 07 May 2011, 00:38

I tried this and it was fun, most of the time. We played to 10 frags with 15 minutes limit and no Cops, I think.
  1. Add a screenshot to your opening message. Especially a gameplay screenshot!
  2. Can be very harsh, like any small arena.
  3. Suicides were fewer than frags. Quite a few "mutual death" situations.
  4. Instant Car Bomb could do with a custom icon, or code a different object like doing a remote control.
  5. The gameplay usually gravitates downwards and inwards to the central "pit".
  6. This turns out to be a good thing.
  7. Different heights let you create traps, launch surprise attacks and generally use the element of surprise.
  8. No bugs with the terrain.
  9. Powerups should have longer respawn delay, so the narrator finishes his speech before you get it again.
    Vehicle Mines should be delayed by quite a few seconds, otherwise you can quickly gather 99 and spam them.
  10. Texturing could be made more interesting, as you've already changed the GMP for respawn points.
  11. Every respawn should be near a reasonable foot weapon of some sort:
    1. Flamethrower
    2. Electrogun
    3. Molotov Cocktails
    4. Rocket Launcher...maybe.
  12. It's "Lorne" not "Lorn".
Well worth testing for those who have not tried it yet, although the novelty might wear out.

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Re: Lorne Theatre

Post by elypter » 10 May 2011, 10:45

Updates:
  • updated respawn timings and the mine&oil cleanup timer.
  • added mg at the spawnpoints
  • replaced the instant bombs with nocollision powerup
  • because i had to add a custom sty for the force field anyway i also added the special font
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Re: Lorne Theatre

Post by Sektor » 14 May 2011, 09:02

Crashes if someone dies from fire.

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Re: Lorne Theatre

Post by elypter » 14 May 2011, 12:50

really? is that reproducible? it never happened for me and my script doesn't use any character_on_fire check.
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Re: Lorne Theatre

Post by Sektor » 14 May 2011, 15:36

Now it seems to crash even singleplayer. If I run into the water at the start, it crashes. If I drive into the water then it is fine.

You should check if the player is in a car before storing the car or checking if the car has sunk.

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Re: Lorne Theatre

Post by elypter » 14 May 2011, 17:07

that with the has sunk check is true. I only forgot to revert that change. But what about the flamer bug. Did it appear again?
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Re: Lorne Theatre

Post by Sektor » 14 May 2011, 18:13

Yes but it's not a flame specific bug. It's just activated when HAS_CHAR_JUST_DIED is triggered. I think adding the car checks might fix it.

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Re: Lorne Theatre

Post by elypter » 15 May 2011, 16:24

it's fixed
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Re: Lorne Theatre

Post by elypter » 04 Jan 2015, 11:34

i just made a version with icream vans driving around that can be hunted
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