Friday Night Crash
Author: Tunnleram :: Posted: Sun Mar 09, 2008 1:19 am
Mr. Damage sends word that they're going to be having another round of CRASH Squad gaming this Friday night. They've been having it the last couple Friday nights and it's going well. For those of you who don't know, CRASH Squad is a Kingpin mod TRAM Design created a few years ago.

For more information on the server info and times see his post here.
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 Xmas & 2008
Author: Tunnleram :: Posted: Mon Dec 24, 2007 12:29 am
Just want to wish everyone a Merry Christmas and a Happy New Year Smile Stay safe, enjoy family and rest up for the great year to come. I’m sure 2008 is going to be the best year yet Smile
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 Bloodball Colliseum Status
Author: Tunnleram :: Posted: Wed Jun 06, 2007 7:38 am
I could swear I posted this here, but I guess I only posted it over at moddb.com! This was posted there back on Thu 11th Jan, 2007, but in actually work on this project probably stopped back in November or December of 2006.

"Due to shortcomings with the HL2 engine it seems that we're going to have to put this mod idea on the shelf for the unforseeable future. We've run into the same issues that the HL2 Rally team did. Here's a quote from their site:

http://hlrally.net/

HL Rally 2 Closure
27/12/2006
HL Rally 2 will no longer be developed due to problems and limitations of the Source SDK.

Some of the critical problems we experienced were:

-Vehicles were controlled by the server making them latent and not fun to play on the Internet
-Predicting the vehicles on the client failed as the client and server simulate the physics differently, causing the vehicles to get rapidly out of sync
-Correcting the predicted vehicles position made the game feel unresponsive and caused the vehicle to travel unexpected paths
-Valve themselves said that it was currently impossible to predict and therefore network vphysics objects accurately (think of the barrels in CS).
-The SDK does not allow for direct modification of physics
-Could not implement manual transmission due to SDK limitations
-RPM calculations were erratic and more often than not incorrect
-RPM values could not be recalculated accurately
-Resultingly, we have decided to cease development on the mod and release parts of the source code to see if other modders can potentially overcome this issue."


So because the vehicle physics were such a huge part of the game concept we decided it wasn't worth the trouble to try and work to compensate for sources lack of functionality. It's not a big deal however since we did a lot of the design work for the idea and can use the idea sometime in the future if we wanted.

Meanwhile, I've taken a bit of a break from game design as I've been busy with the rest of my life. Codey is working on an independant game title using the Torque engine which I may or may not have time or ambition to work with him on. Either way it's all good Smile
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 POW Escape (Beta 2) for ET
Author: Codey :: Posted: Thu Apr 05, 2007 10:43 pm
Hot on the heals of beta 1, I've released an updated (beta 2) version of POW Escape for ET, primarily to fix the memory limit problem.

    Beta 2 updates
  • Fixed map going over default memory limit
  • Enabled axis initial spawn at lab
  • Fixed train wheel alignment with tracks
  • Fixed general's car windscreen texture
  • Cleaned top of waterfall area
  • Cleaned waterpump area

Download locations
RTCWFILES
WOLFMAP.DE
Enemy Territory Stuff
FILEPLANET (link forthcoming)
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 POW Escape (Beta1) for ET
Author: Codey :: Posted: Sat Mar 31, 2007 12:23 pm
It's been a while since POW Escape was released for RTCW and I felt the urge to get back into mapping again after a break from it, so today after countless requests, I'm releasing POW Escape Beta 1 for Enemy Territory.

Description
Are you looking for a fun map to play with your friends, but still want the challenge to be there? Then this is definately the download for you! Not only do you have to complete the two main objectives (or stop them from being completed, depending on which team you're playing as) but these are randomly placed...which means, you cannot spawn, and make a bee line for the objective's location...you have to try to stay alive and search for them! If you think this offsets the balance in the game, don't despair, as the showers and taps will not just clean your hands and face, they will also give you health when turned on.

There are some important features to keep in mind:

    Random Objective Placement
  • The two main objectives, Secret Documents and Soldier activation key, are placed randomly at the beginning of the match. To provide for more varied gameplay each match.
    Taps give health
  • All taps and showers in the map when turned on can give out health.
    Water supply pump destructable
  • Either Axis or ally team can destroy the water pump with TNT located at the south-east of the camp. All taps in the facility will then not function for the remainder of the match.
    Alternate route out of the camp
  • The General's car can be driven down the hill and crashed through the fence, providing an alternate route out. But you must find the key and start it up first, remember cold cars are hard to start, it may take a few tries.


Screenshots












Download locations

FILEPLANET (beta1 link removed)
RTCWFILES.COM (beta1 link removed)
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