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GMR_Hell


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#1 Shepard62700FR

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Posted 06 March 2014 - 02:11

Hey racers ! ;)

 

As I promised in my introduction post, here's the first track I made for the GMod Racer server !

 

It's a short race track based on Hell (I was playing DOOM 3 to get this idea), the road isn't very wide so it will be mix of racing and battle to finish first, to push or te be pushed in the burning lava ? That is for you to decide ! :D

 

Screenshots of your viewing pleasure :

 

http://cloud-2.steam...8D06AAD49AA6EA/

http://cloud-2.steam...23C29736E531BD/

http://cloud-4.steam...C3F9D214511D0B/

http://cloud-3.steam...0716F966A44714/

http://cloud-4.steam...9E53851092ACAD/

http://cloud-4.steam...F4FA90F3F0673C/

 

The first beta can be downloaded here : https://www.mediafir...6fb8e8r39f4rkbw

 

Please let me know what you think about it, feel free to test it, publish it on the server, report bugs, comment and make suggestions. I might make another tracks in the future. ;)

 

See ya (in Hell) !

 

EDIT : Updated download link.


Edited by Shepard62700FR, 06 March 2014 - 15:49.


#2 Dart-Lobrik

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Posted 06 March 2014 - 03:02

I wonder how these little road borders work with weels :D Looks cool overall, I'll try it tonight.

 

p.s. Suddenly wondered if its possible to make a racing map using doom 2 textures, that would be epic 


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#3 Tabole

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Posted 06 March 2014 - 03:14



 

 

Please let me know what you think about it, feel free to test it, publish it on the server, report bugs, comment and make suggestions. I might make another tracks in the future. ;)

 

F1AD1EN.jpg
 
 
QJrQcxF.gif


#4 Shepard62700FR

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Posted 06 March 2014 - 12:34

I wonder how these little road borders work with weels :D Looks cool overall, I'll try it tonight.

 

p.s. Suddenly wondered if its possible to make a racing map using doom 2 textures, that would be epic 

Yes, I can.

 

 

F1AD1EN.jpg
 
 
QJrQcxF.gif

 

This shouldn't happen, have you extracted both "materials" and "maps" folder in your "garrysmod" folder ? For some reasons my BSPZIP doesn't work so I had to include assets with the archive.



#5 Neko_Baron

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Posted 06 March 2014 - 14:48

Try pakrat https://developer.va...com/wiki/Pakrat .

 

Only looked at the pictures but I'ld say way too much red for starters, and is that a drop in the 5th picture? wont source physics will cry trying to make the jeep do that?



#6 Shepard62700FR

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Posted 06 March 2014 - 15:38

Try pakrat https://developer.va...com/wiki/Pakrat .

 

Only looked at the pictures but I'ld say way too much red for starters, and is that a drop in the 5th picture? wont source physics will cry trying to make the jeep do that?

I'll try Pakrat, thanks.

 

There are multiple drops and Source's physics handle fine.

 

EDIT : Thanks Neko_Baron, Pakrat is working and I managed to get the ressources within the BSP, the fixed version can be downloaded here : https://www.mediafir...6fb8e8r39f4rkbw, I'll update the first post as well.


Edited by Shepard62700FR, 06 March 2014 - 15:48.


#7 Neko_Baron

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Posted 06 March 2014 - 17:14

I gave it a try with the test tool.

 

Its got too much red

The track is too small, you need to have it at least 1024 wide the very least and preferably 1536 wide in most areas.

The drops work with the test tool but with actual gmr cars they will be near impossible and your likely to fall off the map if you put a corner after a drop.

 

The layout is decent though

 

If you want to scale the map better in hammer use a prop_static and set it to the buggy model and you will see how wide you need to make a track. for people to be able to pass each other.



#8 Hardcore Bob

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Posted 06 March 2014 - 18:16

Please don't quote images and videos.

I'll look at the map tonight!


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#9 Eclipse

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Posted 07 March 2014 - 05:44

Way too small to hold even up to 12 players at all it seems like, and the fact psyhics are going to destroy anyone who has a fast car who wants to go anywhere near 60+.

 

Jumps do NOT like any car that has the power to go above 70+ mph. Lets just flip around and lets see how easy it is to die.



#10 Krizz

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Posted 07 March 2014 - 19:11

No offence to the mapmaker, but I think it's too much red. Imagine playing this map for like 10 rounds which would equal to ca 30-45 minutes (depending on some players), I think most peoples eyes would be really hurt and maybe result in people rage quiting.

 

That's just my two cents...



#11 Hardcore Bob

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Posted 08 March 2014 - 20:39

The map is at least twice as small as it needs to be and it's waaaay too monochrome. 


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#12 Shepard62700FR

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Posted 08 March 2014 - 21:09

Thanks for the reports guys, I'll fix them when I have some time and I will send a new version.



#13 Hardcore Bob

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Posted 08 March 2014 - 22:01

Oh by the way add as many checkpoints as possible, not as little as possible, but you might want to do that in the final stage.

You had 6 checkpoints, I'd recommend having at least 40.

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#14 Chrillen

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Posted 09 March 2014 - 16:16

I wonder how these little road borders work with weels :D Looks cool overall, I'll try it tonight.

 

p.s. Suddenly wondered if its possible to make a racing map using doom 2 textures, that would be epic

 

Yes. Doom 2 textures would be the shit, and would complement the blocky geometry. And not to be an ass, but the the current set of textures don't look too good.

 

It's also too dark. Nice setting for a map, though. It has potential.



#15 FRAG

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Posted 09 March 2014 - 16:28

Chrillen strikes again.


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#16 Showfur

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Posted 10 March 2014 - 11:37

If I'm right on this, it looks like you are using a rather red light_environment?  You should whiten it so the entire map doesn't seem so saturated with red (since you are using reddish textures as well, I think).  You could certainly use a mix of black, grey, and even white textures with the red (as well as certain shades of orange if you wanted).

 

Also don't be afraid to bump up the scale on textures for outer-lying walls to 0.5-1 instead of the default 0.25.  No one will be getting close to them for extended periods of time (nor should they really care), and can break up a lot of tiling.


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#17 Domnomnom

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Posted 15 March 2014 - 22:52

I think conceptually it's a good map, and a decent first effort!

 

Just definitely needs scaling up and some work on the textures. Possibly not having a jump just before you spin off into lava and die every time would be good too ;)


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#18 Shepard62700FR

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Posted 16 March 2014 - 11:11

Thanks for all the feedback guys, it's been a while since I have done mapping and played on the server (school first).

 

So here's what you can expect for the next B1 release :

 

- More space on the track : 1024 Hammer units wide (7 vehicles) VS 512 Hammer units (3 vehicles).

- More obstacles : Pillars.

- Less agressive red light (will try different light settings).

- No more turn just after jumps : You will have a little more space before the turn.


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#19 Hardcore Bob

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Posted 16 March 2014 - 18:05

1024 is still kind of Narrow and you might want to consider having most of the track walled off.


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