Here's an interesting thought......

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SIG
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Here's an interesting thought......

Post by SIG »

Anyone know how driving through the pit sign opens the torture pit? Can you make your own version of this?

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Phineus
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Post by Phineus »

If you mean opening up a secret track in your own pod, I don't think so. Going through that box in sidewinder triggers a change in the monster.ini file. This is hard coded into the game. On the other hand, you could prolly re-create the same effect and open up torture pit from within your own track ... maybe. However, that hardly seems worth it when the fixed version is better and would still need to be downloaded.
SIG
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Post by SIG »

Is the fixed version the one with cp5 in the right place and you don't go mental in the water?

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Phineus
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Post by Phineus »

It's been a long time. Try it, you'll like it.
AIR_Wipeout
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Post by AIR_Wipeout »

Hmm, this gives me an interesting idea. Perhaps you could have a trigger on objects that change the track your on. What I mean is, you could have a snow level, and when you drive through a cave, perhaps you could make a dynamite model and make a box that changes the properties of the .sit file temporarly... this would do something like make snowballs appear in another place. Perhaps you could do something like Beetle Adventure Racing where you have to take a different route on the final lap. Speaking of .sit file, how do I change the position of the sun using the .sit file? I haven't registered my Traxx still..

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Post by Jam-N-Jim »

Why dont you guys just ask Grommit? If anyone would know it would be he.
SIG
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Post by SIG »

Will do. Air Wipeout, in BAR levels are made so if you are 1 min behind the guy in the lead then u r out but this doesn't happen in mtm so in m.player one person would have 2 wait otherwise the others would b trapped.
Thought though, can u make a track which goes round a circuit and on the last lap take a detour finish without making a course that goes round eg. lap 1-(0,1,2,3) lap 2-(5,6,7,8) lap 3-(9,10,11,12) then a detour? (...) = course segments.
Final thing- can u make checkpoints of the same number in 2 different places?
Oh and to ne1 owning a genesis(megadrive) or an emulator (a free program that plays genesis(mega drive) and other pre-historic sega system games which can be downloaded for free and built in game genie), on Streets of Rage 3 play tune 4. It's terrible but good!

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Post by AIR_Wipeout »

You can't make to checkpoints with the same number. Hmm, you could do something like in BAR by the way you mentioned. Make the start a straight line to the course (with no segements) then make the course 3 times, the last time changing path. The start/finish could be here. Then you could have burriers so the coms don't keep going after they are finished the race. I think you could do this, because I don't think you need to drive though the start/finish before hitting the other CPs. With some experimenting, I bet you could make those races... um, what're they called. Anyway, the ones that have a seperate start and end. Only one lap, from on place to another. The map would look messed up, but it would work... Hmm. This is very interesting/

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SIG
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Post by SIG »

No worry on the map- just make the main course go once round and course 2 go round 3 times and set trucks to course 2!

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Alpine
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Post by Alpine »

SIG, you were right on when you said this: "lap 1-(0,1,2,3) lap 2-(5,6,7,8) lap 3-(9,10,11,12) then a detour? (...) = course segments."
I have thought of making route changes in tracks quite a bit, and the trick to it is setting the checkpoints. Exactly as you said - lap one would have 3 or 4 well-positioned CPs (for no shortcuts) and the second lap could use yet even more checkpoints, and the road could be anywhere you choose it to go. Running back thru the Start Finish line wont bother anything, but you would need to place as many CPs there as you have laps.
The end result would be driving thru checkpoints just like with any other track, only the fastest way to get thru them all means going around a track 3 times, and then the last 3 or four checkpoints would be on an alternate route. One example of this is Alpine's 3-Hit ReDizzy Combo from MTM1. I had three laps on a small oval track within a larger rally-type track.

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Post by EmceeMart »

Hmmm... yup, been thinking about this "problem"... hence the reluctance to release my latest track.... I have created a largeish terrain, but on my first beta, just put a "small" course layout, for the sake of playability. As it is developing, I have created several different layouts (thinking rookie, inter and pro) BUT I would ultimately like the whole sheebang to be used by all, no matter what the percieved "level" of expertise. Also, making use of the "complexity level" seems to have been ignored (or just overlooked) in the past... (not giving away secrets here Phin). I am guessing that with the advent of 4x4 Evo, TRI have recognised and implemented these possible enhancements to thier latest game... Dunno, we'll have to wait and see.
In the meantime... MTM still seems to have a lot of mileage... no pun intended... as far as the ability to be creative with add-ons. I'll prolly still be working on this track a year from now! Image

BTW... nice to meet you Alpo... I like your stuff. I'm one of these guys who tend to sit back and watch (especially on the Main BBS)... you make your points very eloquently, and persuasively - I don't always necessarily agree, but I admire a guy who can spell! Heehee! Say Hi to Dakota from me. Image

Best Wishes

edit>> fergot to mention: cute siggy Alpine!

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EmceeMart

[This message has been edited by EmceeMart (edited 03-10-2000).]
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