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Originally Posted by GlimFlicker
players will always surprise you by doing exactly what you didn't intend--and then some. I think that maps get better and better by making it as hard as possible for players to ruin others' enjoyment.
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I 100% agree. The focus of this gametype is essentially to stop griefers. Lap counting has already been figured out.
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Originally Posted by NotACoolPlace
Why do you think 200% gravity is fine? Nobody is going to jump around the map to win the race, maybe run. Well, I feel that 100% gravity is fine. The thing is, how many maps are going to be created in the future where the "starting line" is not on the track? Not many, because someone will have an advantage start.
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Gravity should not really affect start points. It only affects the player's jumping ability, not the mongoose. Maps with aerial start points will have to have places for geese and players, otherwise they will have to change settings in the lobby (or create their own gametype, which will still be an option).
High gravity settings prevent players from running to a high area (i.e. top of a jump) and jumping to another area of the map. The only reason my Motocross map works is because you can't jump over the walls from some of the bridges/stairs I have used. This does not affect driving since gravity does not affect vehicles.
Gating areas (start points) give an inherent advantage to certain positions. This is why qualifying is done in most forms of racing; the faster drivers get better start points so there is not a traffic jam at the start. We don't get to qualify, so one player will likely have a small advantage over the rest. Track design can minimize this, but you might just have to start in 2nd or 3rd after the first corner.
I think we're pretty close to something good here. I don't really care who posts it, I'll do it if you don't want to, Glim. Regardless, we should agree here before posting.