Speedway Map Design by Chief_SohCahToa: The basic map design requirements center around the need for proper teamplay scorekeeping. Without the required elements, a proper score will not be kept. ================================== trigger_multiple: the "count" tag ================================== Speedway makes use of trigger_multiple entities to keep an account of a players progress around the track. Starting at the Start/Finish line, a player races around the track and completes a lap. This lap is then reflected in the score. The lap is recorded because as the player traversed the lap, he touched a series of trigger_multiple entities each with a "count" tag. These trigger_multiple entities should be arranged in a "picket fence" formation rather than as a huge single "sheet" trigger because a single trigger will fail should 2 or more clients cross that trigger simultaneously. Should 2 or more clients cross a "picket fence" of trigger_multiple entities, they are all assured of having successfully touched one of their own. (Kingpin players witness this effect when many players try to deposit money into the same safebag at once, it doesnt work.) These "picket fences" of trigger_multiple entities I will refer to as "check points". All the trigger_multiple entities at the start/finish line should share a common "count" tag of [1]. Check point 1 trigger_multiple entities all share the "count 1" tag. Check point 2 trigger_multiple entities all share the "count 2" tag. Check point 3 trigger_multiple entities all share the "count 3" tag. And so on. Through beta testing, I have found that 3 or less checkpoints makes for buggy score keeping. Therefore I recommend a minimum of 4 checkpoints or more per map. What happens at a checkpoint? The count tag for that checkpoint is weighed against the client's own count tag. If the checkpoints count tag is one higher than the clients count tag, the higher value gets copied onto the clients memory (count tag). This indicates a regular progression around the map.. 1, 2, 3, 4, 1, 2 and so on. If the checkpoints count tag is lower than the client's count tag, or the checkpoints count tag is more than one higher than the client's count tag, this indicates that the client is going backwards around the map and is therefore not copied to his memory. My system of score keeping insists that maps flow in one direction only. ;-( The server knows the maximum number of checkpoints for each map because it counts them up when the map loads. Therefore it knows that count 1 will follow count 4 in a map with only 4 checkpoints. For maps with say 6 check points, the server will know that count 1 follows count 6. So once the client hits the max count number and returns back to count 1 again.... this indicates a lap has been completed and is reflected in the score. ================================== info_player_deathmatch: the "count" tag ================================== Furthermore, when a client is killed, he should spawn near his last checkpoint and not have to start over at the beginning of the lap. Therefore each checkpoint should have several info_player_deathmatch entities each with a matching "count" tag. Each checkpoint should have some team spawners (style 1 and style 2) as well as some deathmatch spawners (no style). These are the reasons why you see sets of trigger_multiple and info_player_deathmatch entities all sharing the same "count" tag periodically around speedway maps. ================================== info_null or path_corner: the "style 3" tag ================================== Speedway mod comes with a radar system that lets you not only see mates and enemies in the radar, but you can also see a bit of the track ahead as well. This is accomplished by the mapper. The mapper places a string of either info_null or path_corner entities around the map in a sort of dotted line effect, spacing each of them about 64 grid units apart. These info_null or path_corner entities then show up on the radar ONLY IF THEY HAVE THE style 3 tag. ================================== A tip from Chief ================================== I suggest that maps have a long way around and a short way around. The long way around provides the opportunity to replenish armor and ammo. The short way around lets you finish the lap quicker but you go without armor and ammo. This is kind of a "pit stop" effect. Whoopass has made areas off the track for replenishing supplies and this works great as well. There should be a speed penalty for getting resupplied. First team to reach the "laplimit" wins! Thats all for now folks.. enjoy. Chief.