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Wurstfinger

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Everything posted by Wurstfinger

  1. well, good to see you peeps like it, because i got Wurstfinger GP 2 ready to go. To change things a bit i hardly used any walls, fences or barriers to bank the track - it is surrounded by land masses and you have may ride the Bullet instead of the Infernus this time. download it here: http://center.mtasa.com/?p=race&r=7584 Le Mans start (again) Pit lane entrance track
  2. here is a hint on how to "overrride" the object limit: make sure your map is big enough to not show up entirely even if you set the draw distance to maximum. If your map is exceeding the draw distance limits it will also cope with more than 256 objects (thats the max number for objects in a similar area). I've done maps with more than 550 objects and have seen maps with over 650 objects. However, there will be some issues with pauses while objects are loading on maps like these, so i do recommend you stick to the 256 object limit
  3. yo pacmaan, good to see you again. which map do you mean then ?
  4. well it makes no sense hiding behind the alan smithee moniker after i missed changing the author of Hole in 8, so im gonna reveal this secret here and now: Alan Smithee = myself. okay i see your point, the maps are really short, but thats what they were originally meant to be: 20 seconds of fun as a change from racing standard race maps - i have been playing the race mod with great enthusiasm for 15 months now - and for some reason i now feel quite bored about "normal" racing, so i started this series. i see your point tho, telling about the same joke for 18 times wont make it any better, thats for sure, so i am really trying hard to diversify the maps now. the first 3 were about the same: they got a ramp for the start and a ramp for the shoot, 4 was different a bit but too narrow for 32 spawns, 5 was too narrow too ( i hope the last version works tho), 6 was a late night 30 minute mapping action (i gotta touch that one again). however, hole in 7 has a whole new a pproach to the theme as it is based on a map that already existed (SMASHIN by MSD - thx for allowing me to edit this mate). and its great fun too imo. it aint that much about dropping in from a ramp and hoping to have some air control but about catching your drifting car again, Hole 8 in its last version ( 100 cp instead of 200 and 5 vehicle changes in total plus a lot more repairs) should also work well now. Hole in 9 was about just under a minute and hole in 10 is about 1.20 minutes plus has some nice jumps & steep turns. Can you dig these then ?
  5. 1 2 3 4 5 6 7 8 9 10 is a little longer so there's 3 vids in total ttp://www.youtube.com/watch?v=3JpQAF-H9Ek
  6. does this happen sometimes only, when your camera position is rather far away from the spawns, and are your spawnpoints above an object you placed manually ? if so dont worry, might be an issue with draw distance - try reloading your map and starting it a few times from a camera pos. near the spawns. That "bug" happens to me quite often.
  7. my mate alan is currently working on 18 "Golf" style maps featuring the seamine object. He finished 9 maps yet. I recommend all of them. They are all great fun imo and are a short and funny change from racing. I will post some screenshots later on, here are the links: Hole in 1: http://center.mtasa.com/?p=race&r=7483 Hole in 2: http://center.mtasa.com/?p=race&r=7492 Hole in 3: http://center.mtasa.com/?p=race&r=7493 Hole in 4: http://center.mtasa.com/?p=race&r=7499 Hole in 5: http://center.mtasa.com/?p=race&r=7502 Hole in 6: http://center.mtasa.com/?p=race&r=7504 Hole in 7: http://center.mtasa.com/?p=race&r=7529 Hole in 8: http://center.mtasa.com/?p=race&r=7530 Hole in 9: http://center.mtasa.com/?p=race&r=7537 Hole in 10: http://center.mtasa.com/?p=race&r=7547
  8. yay i found out how you can read object IDs from the map file and figured out the dead cop ID - its 3095. Also i figured out the basketball ID: 3065 your map is a good resource trivium, thank you for posting it
  9. nice one SDK, thx for the parachute ID - its correct and the 'chute is really falling down slowly - looks nice in race mod, i wonder if it might be useful in dm (stick players to the object using glue ?!?). The cop bodies (from the quarry mission) are also funny - if anyone knows that ID or can tell me how to "read" it out of this map please post it. My favourite is object 2918 tho - thats what i call a bounce i made 3 maps using it: Flying Rhino (KOTH style map - tanks, a pit filled with 2918 and 200 cp inside) http://center.mtasa.com/?p=race&r=7467 T.T.Twister (Bloodring, added walls and 2918 - 1 checkpoint in mid air) http://center.mtasa.com/?p=race&r=7342 Pinball Wizard (race, LS channel - avoid or use 2918 for extra speed) http://center.mtasa.com/?p=race&r=7379
  10. owww, msd - found out my little secret Anyway, my nan made a new map. Not a Formula 1 map conversion this time - she thought, she'd just design one herself. However, she was sweet enough to let it have my name Heres the link: http://center.mtasa.com/?p=race&r=7469
  11. ermm. It's nowhere near perfect ? where's that ? it IS perfect, dumbass !
  12. strange thing, cant edit my posts anymore anyway: my mate HumanTrafiC made some nice edits of my maps, he reduced the length to 3 laps, added a few nore pickups here and there and optimized checkpoint positions. Here are the links to the latest (and best imo) versions. Thank You for the edits, HT ! Hockenheim http://center.mtasa.com/?p=race&r=7400 Interlagos http://center.mtasa.com/?p=race&r=7402 Monaco http://center.mtasa.com/?p=race&r=7401
  13. i finished Monaco GP tonight - here is the link: http://center.mtasa.com/?p=race&r=7280 and here are some screens: casino corner starting grid pit lane entrance (pickup a repair here) tunnel entrance (watch out for lamp posts) track details enjoy and P L E A S E comment & rate my maps !
  14. yeh sorry about that, i thought it would be a good idea to have several versions with different starting vehicles. I think im not gonna do more than probably two versions of the Monaco GP which is almost finished. Here is a first screenie, approaching the Beau Rivage:
  15. thank you a lot - and sorry about the pic size
  16. I am currently working on my third conversion of a formula one racetrack. I already uploaded the 2 i finished which are Hockenheim GP (a copy of the old Hockenheimring in Germany before it was rebuilt and shortened in 2002) http://center.mtasa.com/?p=race&r=7252 end of starting grid & pit lane entrance http://img119.imageshack.us/my.php?imag ... 058lj2.jpg pit lane exit traffic signs [/img] [/img] and Interlagos GP http://center.mtasa.com/?p=race&r=7253 [/img] [/img] [/img] [/img] [/img] please let me know what you think about these. The next one will be Monaco GP.
  17. I really love all of your maps HT, nobody makes the road parts fit together as smoothly as you do, pal. Your starting grids always are set professionally wide and your tracks guarantee thrilling races.
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