Si|ent Posted February 9, 2006 Share Posted February 9, 2006 (edited) The San Andreas Racing league needs some more custom races, we have several Straight racing road tracks and offroad, (pick your route carefully and mind that throttle) created already, However we currently require: o Several 'Chaos' maps that feature the whackyer side of MTASA, car changes, ramps etc o Straight racing maps, no health pickups or car changes. Minimal object placing (any placed must be realistic) o Airborne maps, both race, mission and straight DM. o Rallycross tracks featuring both tarmac and sand/grass/dirt traversing. o We may consider boat races too, Ive yet to play an exciting or challenging one though so I remain sceptical . The only 'rules' for these maps are: o No health pickups (except chaos maps, they can have anything you like) - Nitro is fine. o Preferably 32 player starts (16 minimum at a push). PROPER ones though, choose a starting location where the cars can be single file and not a cluster that prevents the people in the second row from moving. 2 lines of 16 or 4 lines of 8 in different locations is perfectly acceptable providing all are around the same distance from the first checkpoint. Feel free to make more than one version of your race, each featuring a different vehicle. Provided they handle differently enough to provide a unique challenge. (for example RingroadSARL has two versions, Admiral and Infernus. The track itself is identical) Anyone interested in entering the league itself can do so here: http://forum.mtavc.com/viewtopic.php?t=14745 Edited February 9, 2006 by Guest Link to comment
Brophy Posted February 9, 2006 Share Posted February 9, 2006 I dont mind making a few maps for the Racing League, just get me on irc Link to comment
Si|ent Posted February 9, 2006 Author Share Posted February 9, 2006 Great, we have an irc channel for those interested irc://irc.multitheftauto.com/SARL And an official SARL server (provided by Jani) @ 85.234.136.102:22003 This currently runs most of the custom made sarl maps and nothing else, and will be where your maps are hosted for both practice and competition once they are accepted. Link to comment
UK Red Posted February 9, 2006 Share Posted February 9, 2006 I'll do some for this. What areas are you lacking contributions in? Actually, I have one already that might be good for the Chaos lists. It's not too crazy, just a few vehicle changes and one jump. Link to comment
Si|ent Posted February 11, 2006 Author Share Posted February 11, 2006 Red has submitted three, two are definately going to be used, the third will be if some fixes are applied. Thanks Red. Link to comment
NazcaC2 Posted February 11, 2006 Share Posted February 11, 2006 I'm in the middle of developing one at the moment, with the exception of removing the health pickups. However, I'm not really working continuously on it. I'll be probably getting back into the jist of things soon. What's the timeframe of when you would require it by? Link to comment
MatthewMc Posted February 12, 2006 Share Posted February 12, 2006 well... i could get the updated 10 lap hotring to ya with-out the pickup...? The San Andreas Racing league needs some more custom races, we have several Straight racing road tracks and offroad, (pick your route carefully and mind that throttle) created already, However we currently require:o Several 'Chaos' maps that feature the whackyer side of MTASA, car changes, ramps etc o Straight racing maps, no health pickups or car changes. Minimal object placing (any placed must be realistic) o Airborne maps, both race, mission and straight DM. o Rallycross tracks featuring both tarmac and sand/grass/dirt traversing. o We may consider boat races too, Ive yet to play an exciting or challenging one though so I remain sceptical . The only 'rules' for these maps are: o No health pickups (except chaos maps, they can have anything you like) - Nitro is fine. o Preferably 32 player starts (16 minimum at a push). PROPER ones though, choose a starting location where the cars can be single file and not a cluster that prevents the people in the second row from moving. 2 lines of 16 or 4 lines of 8 in different locations is perfectly acceptable providing all are around the same distance from the first checkpoint. Feel free to make more than one version of your race, each featuring a different vehicle. Provided they handle differently enough to provide a unique challenge. (for example RingroadSARL has two versions, Admiral and Infernus. The track itself is identical) Anyone interested in entering the league itself can do so here: http://forum.mtavc.com/viewtopic.php?t=14745 Link to comment
Jani Posted February 12, 2006 Share Posted February 12, 2006 Thanks for your contributions guys. The maps we using so far are as follows: Link to comment
Si|ent Posted February 13, 2006 Author Share Posted February 13, 2006 Except the OJ's. We put them there as chill out fun in between testing the custom maps, I doubt they will feature in the final lineup of competition maps though as they are too problematic to score The rest are final play-tested and accepted maps (some, downloaded from center, have had health pickups removed and spawns fixed to qualify, otherwise they are entirely the original authors work) Big thanks to RED UK for his contributions and fixing a problematic map so quickly. Two more in the works from me - facing final tweaks (half the testers found it too hard to finish (some couldnt even get 100 meters!. I won't name any names tho jani)) Get your maps in quick if you want them included. Link to comment
erorr404 Posted February 13, 2006 Share Posted February 13, 2006 How about some hydra races? Link to comment
Jani Posted February 13, 2006 Share Posted February 13, 2006 half the testers found it too hard to finish (some couldnt even get 100 meters!. I won't name any names tho jani LOL you fucker! error404 - the thing with hydra's is it's easy to destroy the other racers or crash into each other and end up killing yourself and potentially other racers, and we want people racing not killing each other. Link to comment
erorr404 Posted February 13, 2006 Share Posted February 13, 2006 Most likely people would take turns going one after the other, because after all, why would they want to crash their own plane? That's what happens in my experience at least. Link to comment
Jani Posted February 13, 2006 Share Posted February 13, 2006 Some people are retarded and immature, and find it more fun to crash into other racers and kill them than to try and win the race. Probably because they were deprived of oxygen at birth, dropped on the head as a baby or beaten by their parents, whatever. Link to comment
^TT^ Posted February 16, 2006 Share Posted February 16, 2006 I have been working on some maps and after last nights 'Meat' I have modded some of them to be tryed out for SARL. I'm also working on some more so any feedback would be helpfull Maps are: LVAP: Just a messaround (any thing goes) Round the track of Las Venturas airport, some loops and lots of Nitros. Plus car change every lap, (aprox 5 laps) Chiliad: Nice round trip of Mt. Chiliad. Start in Quad on top of Mount Chiliad, Sanchez down the bike track, then round the side in a Messa / Freeway before coming back up Sanchez / Quad. BeachsideVC: Up and down Los Santos beach Vice City style, added a repair because I blow up at the same boat jump every time. (can be removed ) FishermanRally: Jexmax down the river, into Dinggy round the bends before U-Turn back up in Squal for finish. doesn't want to give too much away LSSpeedway: Boost your way round the outside of Los Santos. (Has two repairs in stupid places) Has a curvey section to balance it out a bit. NorthPass: Have sent this link before, (i think) but I have re-timed / re-placed the spawn points so the start is fair. Start off in Los Venturas before making a hasty exit round the roads and vallys to Octain Springs. LS2SF: Work your way from Los Santos airport to San Fierro Country club. A good mix between a tight twisting course and wide open roads, Has a wee bit of 'offroading' in the middle. http://center.mtasa.com/?p=race&r=1995 LVAP http://center.mtasa.com/?p=race&r=1993 NorthPass http://center.mtasa.com/?p=race&r=1992 LSSpeedway http://center.mtasa.com/?p=race&r=1990 Chiliad http://center.mtasa.com/?p=race&r=1988 FishermanRally http://center.mtasa.com/?p=race&r=1986 BeachsideVC http://center.mtasa.com/?p=race&r=1998 LS2SF Link to comment
UK Red Posted February 16, 2006 Share Posted February 16, 2006 All SARL races must have NO repair pick-ups. If you need a repair to complete it on your own it's almost certainly too hard, so you need to make it easier on the vehicles Link to comment
^TT^ Posted February 16, 2006 Share Posted February 16, 2006 My bad I've been thru all of them taken out repairs, except on LVAP with it being just for fun. The problem with the boats was the ramp was taking off about 1/2 damage if hit full speed. I have changed the ramp to a non damaging object. Anything else Link to comment
Aeron Posted February 16, 2006 Share Posted February 16, 2006 'Break Extreme' for total chaos. Link to comment
Si|ent Posted February 16, 2006 Author Share Posted February 16, 2006 To be strictly accurate all straight race maps must have no repairs, your maps have vehicle changes and would therefore be considered chaos maps, in which anything goes. Bear in mind these maps aren't as essential (nor popular) so only a few would feature in each SARL meet for varieties sake. (last night only featured one of this type) Link to comment
^TT^ Posted February 16, 2006 Share Posted February 16, 2006 Yeah, LSSpeedway, NorthPass and LS2SF are straight maps and the rest were ment as a 'Activity Challange' to do between meets because they were maps I had already made, Pre -SARL. Link to comment
driver2 Posted February 16, 2006 Share Posted February 16, 2006 I would like to submit something as well. I've done many maps so far, but finished only a few. http://center.mtasa.com/?p=search&text=driver2 I think the San Fierro maps would meet the requirements for a straight race. I don't know if you also need something like the 'Desert Way'. It's a Sanchez race through the desert. I just added 'Dust Slide', a race by Cheetah, that uses mainly tracks in the field or forest. Link to comment
Si|ent Posted February 17, 2006 Author Share Posted February 17, 2006 Thanks for the submissions guys, we just tested a bunch. LS2SF: Very good, we will be using that one IF the spawn is fixed as described below. North Pass: Bad initial spawns. (see below) Has a very badly placed first checkpoint, hard to find the route to it immidiately. It also features far too many user-created roadblocks along the route that aren't necessary, nobody would consider going up those roads so there's really no need to block them. Later on there are a few occasions of badly placed checkpoints too, for example when it turns off the north road onto the sand track theres such a large gap between the CP's its easy to misinterpret them and drive off the cliff! The route itself is good so if the issues above are addressed we'd have no problems using it. LSSpeedway: Also suffers from bad spawns and too many roadblocks. Streets Of San Fierro 1: Needs the start fixing (see below), spawnpoints are very oddly distributed, otherwise a good route. Streets of san fierro 2: Even better route, will definetaly be used if spawn is fixed! Dust Slide: Fun but totally unsuitable start for more than four vehicles, (road width and bridge) may use it in duo competition. Luggage Carousel (sent to me by RED): Perfect, will definately use it. Spawn guidelines SARL race starts should not confer any kind of advantage on one driver over another, and should NOT create congestion and impacts immidiately. This means avoiding the use of three or four deep lines of vehicles and trying to either use a single line as shown here: Or using seperate lines spaced equidistantly from the first checkpoint (equidistant in driving time not physical distance) as seen here: I know many of the standard maps that come with mtasa do not follow these guidelines, thats down to poor map design by the people involved. Don't fall into the same traps. The area you choose to start your race is as vital as the route itself! Link to comment
UK Red Posted February 17, 2006 Share Posted February 17, 2006 Other Points On Map Design 1 Make checkpoints as big as the road and pavement width. A small checkpoint close to the start causes everyone to dive into the middle and it becomes pure luck as to whether a player is in a good or bad position. You don't have to set each one if you clone for the next one (Shift+F9). Towards the end of the race smaller checkpoints are less of a risk, but always assume that there will be 32 players starting, and a close battle for the end. 2 If your race is going along the edge of a cliff, try to place markers to help anyone who falls off back to the route. 3 When placing checkpoints in the editor, look back to make sure you can see the last one illuminated. This helps to make sure you can always see the next checkpoint in race and don't need to consult to map. 4 Think about using Hoop checkpoints more even in road races. They allow you to see vehicles, turns, obstacles, etc that are ahead a lot better. Something I'm going to be changing and doing in future Link to comment
driver2 Posted February 17, 2006 Share Posted February 17, 2006 Streets Of San Fierro 1: Needs the start fixing (see below), spawnpoints are very oddly distributed, otherwise a good route. Streets of san fierro 2: Even better route, will definetaly be used if spawn is fixed! Dust Slide: Fun but totally unsuitable start for more than four vehicles, (road width and bridge) may use it in duo competition. I will try to modify the spawnpoints. If you want to use Dust Slide for 2 player competition, feel free to do so.. 1 Make checkpoints as big as the road and pavement width. A small checkpoint close to the start causes everyone to dive into the middle and it becomes pure luck as to whether a player is in a good or bad position. You don't have to set each one if you clone for the next one (Shift+F9). I found the mousewheel quite handy to set the size of the cp so it fits the circumstances. 2 If your race is going along the edge of a cliff, try to place markers to help anyone who falls off back to the route. What kind of markers do you suggest? I am not very familiar with the objects list yet. Link to comment
UK Red Posted February 18, 2006 Share Posted February 18, 2006 What kind of markers do you suggest? I am not very familiar with the objects list yet. It's up to you. I've used Detour and roadworks sandwich boards, and also crash barriers with the red and white arrows. Link to comment
Guest Posted February 19, 2006 Share Posted February 19, 2006 I've made a rallycross track, i'd be happy to have you use it, i can change whatever you want changed, etc. (ie removing the repairs) http://forum.mtavc.com/viewtopic.php?t=15727 Link to comment
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