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Harum
Joined: 25 Sep 2007
Posts: 362
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Posted: 10 Sep 2009, 01:34 Post subject: New maps for MTA:DM |
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One of them is actually an old map – GT TH Boom – converted for DM1.0.
The only thing new in this map is that the barrel placement will be randomized on each start, and that through the admin panel you will be able to define the number of barrels to spawn!
Holy Shit, Docki! is a 'race' much like Olympic Jump – quite fast and quite easy to lose control.
Download:
Last edited by Harum on 04 Dec 2009, 11:14, edited 1 time in total.
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Harum
Joined: 25 Sep 2007
Posts: 362
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Posted: 12 Sep 2009, 15:18 Post subject: |
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Ok, here's another adaptation. I started with The Fast and the Firebird map, and put a few trains moving around. Since the drivers' path requires several crossings of the railroad, hilarity will ensue.
However, trains are still a bit buggy in MTA1.0, and they won't move unless anyone is near them. Their movement is controlled server-side, so they'll appear to be laggy sometimes.
Download:
Last edited by Harum on 04 Dec 2009, 11:15, edited 1 time in total.
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mrselfdestruct
Joined: 26 Sep 2007
Posts: 398
Location: Usa
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Posted: 14 Sep 2009, 21:40 Post subject: |
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[URL=https://datesnow.life]Not against spontaneous decisions, one night only[/URL]
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Whiskey
SKC Elite Member
Joined: 22 Sep 2007
Posts: 3086
Location: Belgium
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Posted: 14 Sep 2009, 21:46 Post subject: |
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"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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mrselfdestruct
Joined: 26 Sep 2007
Posts: 398
Location: Usa
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Posted: 15 Sep 2009, 20:33 Post subject: |
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[URL=https://datesnow.life]Not against spontaneous decisions, one night only[/URL]
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Harum
Joined: 25 Sep 2007
Posts: 362
Location:
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Posted: 20 Sep 2009, 17:53 Post subject: |
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Here's a set of mini fixes for a few selected maps, most of them consisting of minor tweaks such as adding hydraulics to the spawnpoints, or changing the starting vehicle.
* : The entire map extension has been covered with solid ground. Cut all the trees down to make room for new buildings. Added lampposts.
* : The entire map extension has been covered with solid ground. Cut most trees down to make room for new buildings.
* : aka Barilla. Changed vehicle to Turismo, redone the entire start, and finish jump.
* : Tweaked the ground surfaces around the first chicane.
* : Starting vehicle changed to Infernus w/ hydraulics. Changes to Sandking on rough terrain and back again to Infernus on asphalt.
* : Changed checkpoint vehicle switch from Jester to Buffalo. Again, and further ahead from BF Injection to Berkley's van. Finally, the Vortex gives way to a speed boat.
* : Changed checkpoint type to 'ring' on the two checkpoints inside the tunnel.
* : Starts with Sanchez. No more falling Dumper. Big ZOMG at the jump, but it might actually work.
* : Closed barrier gap in the last corner.
* : Now with less suck.
* : Smaller checkpoints.
* : Changed checkpoint configuration from 2 to 3 checkpoints per lap.
* : Fixed invisible wall.
* : Sanitized spawnpoints. Reversed the track and added a small detour.
* : aka The Night of The Phoenix. I don't know why two different maps had the same name, so I changed it. Guess what the change was.
* : aka setadriftonmemorybliss. Changed vehicle to Elegy.
* : Changed vehicle to Uranus.
* : Changed vehicle to Infernus.
* : Changed vehicle to Turismo.
* : Changed vehicle to Infernus.
* ; ; ; ; : Added hydraulics to all spawnpoints.
* : Changed vehicle to Buffalo. Removed 3 checkpoints.
Last edited by Harum on 04 Dec 2009, 11:16, edited 1 time in total.
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Sputs|uk
SKC Elite Member
Joined: 04 Jan 2008
Posts: 1647
Location: Land of Eng
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Posted: 20 Sep 2009, 21:50 Post subject: |
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Excellent job m8!
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Cortez
SKC Elite Member
Joined: 23 Sep 2007
Posts: 441
Location: France
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Posted: 05 Oct 2009, 10:14 Post subject: |
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Kindswinth, if you have it, can you put a respawn in the map 'Desert Cruise' because for some reasons i can't open the map editor ?
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Harum
Joined: 25 Sep 2007
Posts: 362
Location:
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Posted: 05 Oct 2009, 10:51 Post subject: |
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Cortez
SKC Elite Member
Joined: 23 Sep 2007
Posts: 441
Location: France
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Posted: 05 Oct 2009, 11:16 Post subject: |
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Harum
Joined: 25 Sep 2007
Posts: 362
Location:
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Posted: 06 Oct 2009, 11:15 Post subject: |
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Here's another round of updates, mostly to fix the respawn times for a few of my maps [].
Three maps had more than just a meta change:
* : Since vehicles were getting stuck on vehicle-change, it was removed from checkpoint 5.
* : Changed lap configuration from 2? laps to 1? lap.
* : Starting vehicle changed to Elegy. Added a few more repair pickups. Removed road depression.
These two maps were salvaged from Exo's map pack that was uploaded to the community site, so don't expect much.
* : Two laps on the dirtring with a Sadler.
* : Same as Sandking Hole, with crappy vehicle change pickups positioned on the center path. Repair pickups may also be found on that path.
And finally a new frankenmap, half of it made by Dockinoke, half by me, and the other half by Kninum. That's right, 150% map experience!
* : Mostly downhill with sand-grass-rocky terrain, leading to a fairly quick road course, ending with boats. I hate boats. The lower limit for best time may be around 2:40 min.
Last edited by Harum on 04 Dec 2009, 11:18, edited 2 times in total.
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Whiskey
SKC Elite Member
Joined: 22 Sep 2007
Posts: 3086
Location: Belgium
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Posted: 06 Oct 2009, 13:18 Post subject: |
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uploaded!
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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Cortez
SKC Elite Member
Joined: 23 Sep 2007
Posts: 441
Location: France
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Posted: 06 Oct 2009, 18:06 Post subject: |
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Instead of making a new topic, there's some maps I made by the past (3 are not my creation, just changed time and RS) all have 32 spawnpoints and respawn set to 4 sec.
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Whiskey
SKC Elite Member
Joined: 22 Sep 2007
Posts: 3086
Location: Belgium
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Posted: 06 Oct 2009, 18:20 Post subject: |
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"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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Cortez
SKC Elite Member
Joined: 23 Sep 2007
Posts: 441
Location: France
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Posted: 07 Oct 2009, 14:28 Post subject: |
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Strange, when i check on the server, it says that the maps aren't on the server
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Harum
Joined: 25 Sep 2007
Posts: 362
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Posted: 07 Oct 2009, 15:03 Post subject: |
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zole
Joined: 26 Oct 2009
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Posted: 26 Oct 2009, 20:40 Post subject: |
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Cortez
SKC Elite Member
Joined: 23 Sep 2007
Posts: 441
Location: France
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Posted: 26 Oct 2009, 22:31 Post subject: |
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zole
Joined: 26 Oct 2009
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Posted: 27 Oct 2009, 10:35 Post subject: |
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zole
Joined: 26 Oct 2009
Posts: 6
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Posted: 27 Oct 2009, 10:39 Post subject: |
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Dockinoke
Site Admin - SKC Leader
Joined: 20 Mar 2008
Posts: 2728
Location: Sicily, Italy
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Posted: 27 Oct 2009, 12:25 Post subject: |
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Relax Rulez 8-)
<<The difference between a newbie and a noob? The first learns, the second is pwnt.>> - Docki at phone whit a friend
Docki sharable maps here: [url]http://sdrv.ms/O4MJx0[/url]
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Whiskey
SKC Elite Member
Joined: 22 Sep 2007
Posts: 3086
Location: Belgium
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Posted: 27 Oct 2009, 12:34 Post subject: |
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Cheers!
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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Dop3man(Uk
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Joined: 06 Aug 2008
Posts: 1840
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Posted: 27 Oct 2009, 17:27 Post subject: |
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Harum
Joined: 25 Sep 2007
Posts: 362
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Posted: 29 Oct 2009, 00:11 Post subject: |
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Hear ye, hear ye! Today I bring you a few refreshed old maps for your consideration:
* : Starting vehicle changed to Banshee, aircraft pickup changed to Stuntplane.
* : Closed the small yet exploitable gap between the glass domes at the start.
* : Starting vehicle changed to Hotring.
* : Moved one checkpoint that allowed players avoid taking the stairs. Replaced stairs object with bridge-plus-ramp.
* : Fixed the uneven mess that was the final ramp.
PS: Happy birthday
Last edited by Harum on 04 Dec 2009, 11:19, edited 1 time in total.
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Harum
Joined: 25 Sep 2007
Posts: 362
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Posted: 16 Nov 2009, 00:31 Post subject: |
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There's a feature of the community race converter that sets the maximum allowed value for the coordinate components at 8192.
For most maps, this doesn't pose a problem, but for the 'Wurstfinger GP' map it was catastrophic.
A simple mass move before the conversion solved the problem. Get the converted map .
Another resource converted for race, this time one picked up at the community forum: http://forum.multitheftauto.com/viewtop ... 93&t=24610
I just added 32 spawnpoints and enough checkpoints for 2 laps. Download:
Last edited by Harum on 04 Dec 2009, 11:19, edited 1 time in total.
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Harum
Joined: 25 Sep 2007
Posts: 362
Location:
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Posted: 30 Nov 2009, 21:37 Post subject: |
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For your enjoyment, a slightly modified version of Crash 'n' Boom 1 & 2, in which a dying player will leave a few presents behind.
Thanks to Adi and Plodders for the inspiration!
*
*
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