Race to winzone script

Designed a level that creates new, exciting, and challenging Armagetron game play? Or maybe just something funky. Put it right here.
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voodoo
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Post by voodoo »

New version following several comments :
- Walls are suppose to be all grindable (well I hope so ;) ) ...
- No more death zones on spawn point but yet, I'm not sure this was always the reason why everyone died at start sometime. Especially, I found no reason in kyles maps ...
- I've changed nb of check point to be 3 complete rounds (it used to be 2 2/3) and also include 2 pillars right on the end line. Well, you'll see what I'm talking about.
- I adjust the check points zone size to fit better the track width
- to fit with previous point, I also add a new spawn point and check point positioning to avoid some stupid case like I see sometimes (like being able to pass in a curve without entering the check point there ...)
- A few more bug fixes in several step of track generation that lead to better accuracy and less invalid track looping ...

wrtl, I include the file I took from your server with the same changes so it should be ready to update ...
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wrtlprnft
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Post by wrtlprnft »

Perfect, thanks :)
One minor thing is that some maps (espcially on 4 axes) have dead ends, probably an u- turn that's too tight. Not that important, it's playable and acutally interesting.
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kyle
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Post by kyle »

i have a whole list of unplayable maps. A lot were inclosed so you could not go through them.

if you want them i can zip them all together. these were from the previous code though.
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voodoo
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Post by voodoo »

These maps should not happens anymore. they still can have bag ends or some weird stuff but it is supposed to be more reliable now.
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kyle
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Post by kyle »

ya it looks like it is fixed


all it needs now is a way of eliminating players if they can't get to check points fast enough. there are a few options for this

1)you could take and give players 3-10 seconds after the first player hits the zone for the rest of the players to get there. if then don't get there in that time then they die.

2)if the zones are spaced evenly on a turn and length apart basis then you could also have it kill any players more than 1 zone behind.

3)another option at the end when 1 player is left give them 3-5 seconds to get to the last checkpoint the second to last player got to. if they fail to then the winner is whoever got to the most zones.

the first 2 options i like the most though. but by using any of them it takes idol players out and someone can't just sit in 1 spot and win.

the only thing is when its single player this would not work to well.

also more laps would be nice :).
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