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JACK SH!T
4th Nov 2004, 08:24 PM
Do you think useing short cuts is the same as cheating in race mode, even if you make all the check points?

Shaltif
4th Nov 2004, 10:02 PM
If you make all the check-points, I don't see a problem with it. Just realize tho that once people learn of the short-cuts, they will start becoming the main path, rather than the "short-cut".

Instead of making a "short-cut", it is better to make 2 "equal" size paths, or a shorter path that is harder to accomplish than the longer path. This doesn't only give a bit of variety, but also allows the user to kinda decide which path to take according to their skill level. This also avoids the "everyone takes the same path" issue because since both paths would be essentially equal (in the time it takes to get from point A to point B) it would just be up to personal preference (rather than everyone taking one path cause it's obviously shorter).

So no, I don't think it is cheating (as long as your not skipping half the level and make sure you are required to hit every checkpoint).

~Brandon

ProjectX
5th Nov 2004, 02:09 AM
I added a shortcut in carribean, it's obvious too, so much that I've botpathed the bots to do it too.

The_Head
5th Nov 2004, 01:07 PM
Shortcuts IMO should be a reward, ie you have just made a massive jump to go that way and if u crash you can't continue on the shortcut. I reckon if ppl make all the checkpoints required there is nothing wrong with it.
BTW, I WANT THE PATCH!!!

Dracarys
5th Nov 2004, 11:01 PM
Barely didn't vote for teh patch, only because it was so OT. I think that the best sort of shortcut is a shorter path that takes much more skill to accomplish, though anything isn't cheating so long as all the checkpoints are hit. If it's much shorter than the intended path, it's the mapper's fault for not putting in enough checkpoints.

The_Head
6th Nov 2004, 08:28 AM
it's the mapper's fault for not putting in enough checkpoints.
I agree

JACK SH!T
8th Nov 2004, 08:57 PM
I guess it's just me :-/ I think you should stick to the plotted course, and not take the short cuts.
I guess I need to learn them so I can keep up with those that use them.

Shrimp
10th Nov 2004, 09:58 AM
I think shortcuts are perfectly acceptable, and also add a lot to the strategy of a race... Do you choose a fast car that will zip around the track in no time, or do you choose a truck or some offroad vehicle and try to cut across potentially dangerous terrain in the hopes of beating the faster road-going cars?

That's the kind of thing I love in UnWheel - the complete freedom to play the way you like to play, while still sticking to a set of 'rules' (all players still need to pass all the checkpoints - how they do that is up to them).

carmatic
10th Nov 2004, 11:52 PM
how is this going to count towards the real time progress metering when sometimes the mapper cant even tell if he just inadverently created another shortcut... well, just blame it on the mapper again i guess...

hm as for the real time progress metering...my guess,is like its something to do with botpaths... just like botpaths are invisible during normal play, the progress bar would be invisibly divided into the individual bot pathnodes, and the nodes act like invisible checkpoints, and the closer the player is to the next node, the further he moves along that node's section on the progress bar... or something...

ProjectX
11th Nov 2004, 02:09 AM
Providing youre moving towards a checkpoint, the racemeter counts that your going forwards. I've made sure my maps are built in a way that it never thinks its going backwards.

carmatic
11th Nov 2004, 02:01 PM
so does this mean that in effect, the track itself essentially consists of drivers going in straight between checkpoints with no curves or something, essentially also meaning that there would be no possibility of shortcuts? or the progress meter will be somewhat wonky when your in a track with lots of curves...
and how will the bots cope with shortcuts anyway?all they know is to drive in a straight line between 2 points that the mapper has set...

Dracarys
11th Nov 2004, 02:57 PM
The track can be curvy, just has to have a checkpoint halfway through every curve, and between each one. And the bots are smarter than just point-point movement. There are multiple paths given for them to take, different priorities for each path, and then there' sthe AI on top of that.

carmatic
11th Nov 2004, 03:50 PM
multiple paths, like in botpaths...? but like in alot of maps they just get stuck halfway through the course... like in redplanet... well i guess its the mappers fault...

Streaks
30th Nov 2004, 02:47 PM
New to this mod, but if you wish to stay true to WRC then you should NOT make any short cuts on Rally tracks. Look at real WRC races, there are no short cuts!

ProjectX
30th Nov 2004, 03:12 PM
like in redplanet... well i guess its the mappers fault...

Bots just do NOT race, ever.

You wouldn't believe how much work it was just to get them halfway (i.e. one roadpatnode every 16 uu)

So it is not my fault thank you.

$n][pErMan
30th Nov 2004, 07:27 PM
bots have acctually raced me on MotoX ... and pretty good too. Thats about the only map though :-p They suck at CTF.... but own (as far as bots go) at Rabbit. In BigAir they just gangbang your car .. lol

Shrimp
1st Dec 2004, 01:25 AM
New to this mod, but if you wish to stay true to WRC then you should NOT make any short cuts on Rally tracks. Look at real WRC races, there are no short cuts!

WRC? LOL! :D

UnWheel's not a simulator by any stretch of the imagination ;)

ProjectX
1st Dec 2004, 02:17 AM
[pErMan']bots have acctually raced me on MotoX ... and pretty good too. Thats about the only map though :-p They suck at CTF.... but own (as far as bots go) at Rabbit. In BigAir they just gangbang your car .. lol

They're good at TCTF too.