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 Post subject: Lorne Theatre
PostPosted: Sun Apr 24, 2011 12:57 pm 
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Joined: Sat Dec 26, 2009 11:53 pm
Posts: 1101
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.

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Last edited by elypter on Tue May 10, 2011 10:24 am, edited 1 time in total.

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 Post subject: Re: Lorn Theatre
PostPosted: Sat May 07, 2011 12:38 am 
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Joined: Sat May 16, 2009 6:14 am
Posts: 889
Location: London, UK
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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 Post subject: Re: Lorne Theatre
PostPosted: Tue May 10, 2011 10:45 am 
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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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 Post subject: Re: Lorne Theatre
PostPosted: Sat May 14, 2011 9:02 am 
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Boss
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Joined: Tue Mar 04, 2008 6:51 am
Posts: 1345
Location: GTAMP.com
Crashes if someone dies from fire.


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 Post subject: Re: Lorne Theatre
PostPosted: Sat May 14, 2011 12:50 pm 
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really? is that reproducible? it never happened for me and my script doesn't use any character_on_fire check.

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 Post subject: Re: Lorne Theatre
PostPosted: Sat May 14, 2011 3:36 pm 
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Boss
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Joined: Tue Mar 04, 2008 6:51 am
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Location: GTAMP.com
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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 Post subject: Re: Lorne Theatre
PostPosted: Sat May 14, 2011 5:07 pm 
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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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 Post subject: Re: Lorne Theatre
PostPosted: Sat May 14, 2011 6:13 pm 
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Boss
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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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 Post subject: Re: Lorne Theatre
PostPosted: Sun May 15, 2011 4:24 pm 
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it's fixed

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 Post subject: Re: Lorne Theatre
PostPosted: Sun Jan 04, 2015 11:34 am 
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i just made a version with icream vans driving around that can be hunted

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