
https://www.youtube.com/watch?v=o-9XltsCZeg


The monsters aren't stationary by choice, they need to hear some form of shot being fired. I'd love to make some of the trapped monsters move around and attack the players (less aggressively than vanilla) just to add some variety around, but I can tell we're not in that phase of the project. Also that wasn't meant to be a short cut, it's meant to be an alternative route. Having a shortcut in an online match wouldn't be very fair, because as soon as everyone knows about it, everyone will most likely use it, defeating the whole purpose of the shortcut. I'll still take a look at changing it around though, just wanted to share my progress, I really appreciate the feedback.scalliano wrote:@kevansevans: Oversight on my part, sorry. Just watched the video and I have a couple of pointers. Not sure about having stationary monsters everywhere, it just strikes me as a bit jarring. That said, as it stands there's less risk of getting lost in your version, although your "short cut" could use some work.
The karts aren't actually players. They are monsters.kevansevans wrote:The monsters aren't stationary by choice, they need to hear some form of shot being fired. I'd love to make some of the trapped monsters move around and attack the players (less aggressively than vanilla) just to add some variety around, but I can tell we're not in that phase of the project.
There are a few things I want to adress with theese Mapping rules here that I think needs a bit of discussion.MAPPING RULES - PLEASE READ!
* UDMF format only.
* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
* All karts are considered monsters by the engine for special activation purposes.
* All player and deathmatch starts are to be contained separately in off-map 0-brightness boxes.
* Karts do not step. positive change in height that isn't a slope is to be considered blocking.
* The circuit flow is determined by a Racing Line Map Marker and supporting Raceing Line Waypoints. These are just path nodes. The race finish line MUST HAVE A THING ID OF 30101. Waypoints are unrestricted by TIDs.
* The starting grid consists of the Starting Grid Position 1-8 things. Their TID MUST CORRESPOND TO THEIR THING NUMBER. So Starting Grid Position 1 with a thing number of 30001 must have a TID of 30001.
* Low friction and Sector_SetFriction is not to be used. Friction settings are to be exclusively handled through the TERRAIN lump.