Supa!
Level designer needs map editor (Total Tankrace)
@ChiemseeMan it’s still under construction, i only have to add some VO’s then the first beta is finished, but that could take a while i think. thx anyway 
@Loffy great map, well done. i hope to play it on a server sometimes.
I played the map yesterday with 3vs3 and the game play rocks!!
I noticed a few bugs and somethings missing from my original design.
But after all it turned out very nice.
We had a few times that it was a real thrill and neck on neck race.
I’ll make a bug/improvement list soon ok?
Thnx & Greetz Panther
I found the following:
- not enough spawnboxes. When it was featured on M8D’s betaserver, with more than 6 players per side, the players spawned “inside” each other. Common thing, happens when map has too few spawnboxes.
- some strange numbers (0, 1, 2, 3, 4, 5, 6 & 6) on the bank-house, near the Allied flag. Forgot to remove those.
- size of map. Some say it is simply too small.
- fps. There are some people who experience a fps drop in some areas. I must look into that.
- pump and water. A good map needs a pump and a water filled tunnel. Will add that, somewhere, eventually.
- voice commands. They are sometimes wrong. Eg. Axis will hear “They have repaired the tank!” when they repair their OWN tank. Must fix this also.
- points for more stuff? Maybe there should be more stuff in the map that gives points? At the moment, you can get all in all 7 points. Could/Should increased to 10?
- file size. Some sound sfx are not used in the pk3. Remove those, and file size will go down.
- More cats? (joke).
//L.
Ok nice design and good idea for a map, however, your bank door is what I have a question about. If it takes either tank to blow it up then why should the tanks race to it? Instead, the tanks should “reach” the bank and a door should be triggered to be openable by one team or the other. If the door is destroyed then soldiers from both sides can just run in and get the gold. So perhaps a design change is needed here. If axis tank reaches the bank first make an axis only door, and do the same for the allied tank. When they are both there then the door should change to be operable for both sides. Just my two cents worth. Is the map terrain or streets?
I appologize for my earlier comment. It looks like a variation of 2tanks by 2bit and was wondering if another 2 tank race map was necessary. My bad.
I didnt have time to get a fulle bug list yet (sry my birthday yesterday)
I’ll look into it today.
I can do one or two by mind.
- Covert ops can jump from the roof into the bank area and blow the side door en get gold and get out. (this ruins the idea to get the tanks to the bank (maybe make the door only destoryable after the tank has blown the main door. (side door should be to disable camping in the bank)
- a score board on the bank would be nice.
- map is little bit small indeed.
- something like a bridge is better then something like a watertunnel imo. (now you only have to build barriers and destroy barriers, but not build something to move on)
- the construct boxes are sometimes on strange places (too far from what is being build) for exsample the first tank barrier put the construction boxes more to the middle between the too barriers and more action will take place there.
- some more space between a barrier and the next point (wall etc) would be nice.
Greetz Panther
Also what I think is “wrong” is that some building etc are diagonal to eachother sometimes this looks really out of place.
You understand what I mean?
Greetz Panther
I got another one.
I really do like that you can have a draw in this map (baserace lacks that one)
Only I have a small suggestion.
if score = 0-0 then it’s a draw.
if score = 1-1 or 2-2 etc. then: let’s say it’s 1-1 the team that scored point 1 first wins. get it? don’t know if it can be done.
We had a draw at the bank with both tanks in the garage, but nobody likes a draw 
Greetz Panther
Hi and thanks for the feedback.
- improving visual design, more ww2 feeling.
- putting in more spawn-boxes.
- making map bigger
- moving first spawn to the right/left, i.e. move spawns away from each other.
- improving fps.
- improving voice commands (e.g. “Repaired the tank!”)
- reducing total file size.
- moving construction boxes (closer to the objects that are built).
- putting more space between barriers and the next point (wall/gate).
- putting in a new score board on the bank.
About the jumps: In the current design, players can jump from the tall building over the bank wall. Players can also jump from lamp over bank wall (to get out, and back to the truck with gold). That is why I put that sand on top of the wall (so engineers can place mines there).
This will change in the new design. These jumps will not be possible until a tank reaches the bank. In other words, no jumps until either tank reaches bank. This change will force players to focus on the tank and its advancement forward.
About bridges: a) This is of course a very good design suggestion, and it makes perfect sense. However, I feel that I must make priorities. And I simply do not have time to fix these bridges right now. b) There is a limit to the number of constructions that you can have in an ET map. (16 TOIs. And I am at 16 at the moment.) This makes it more complicated to toss in a bridge or two. But, as I said, the idea is very good.
About the draw: I will try to fix it so that 0-0 is a real draw. If the score is 1-1, 2-2 or similar, the team that scored the last point first will win.
I have this design in mind: The team that reaches a point first, will get a bonus. A small sign that says “Bonus!�. This sign will be visible in the score board. In the end, after the game is over, the players will see for example: Axis “Bonus� 2 – Allies 2 (and the Axis will win).
//Loffy (who has an electric Halloween pumpkin shining in the dark, on the doorsteps to his house).
Great to hear Loffy,
Maybe it’s a good idea to replace tank barrier 2 with a bridge to be build??
Also instaid of a bonus it might be even better to:
0-0 = draw
1-1 = the team that scores the next point wins.
Both types could work, last type is kinda standard.
about the “walljump” maybe it’s a good idea to (at the buildings that can be used for the walljump) let a ladder move down after the tank is at the bank.
So there is no way to get on the roof until the tank is inside. (this also prefends camping on the roof before there is acces to the gold.
Also the tunnels that are here and there (the high tunnels) are kinda weird and don’t really fit in.
Greetz Panther
the 0-0 draw is ofcourse for better apply in map rotations (baserace sux at this)
Hi!
OK, new version out now called Total Tankrace beta 3.
You can download it over at pcgamemods:
http://www.pcgamemods.com/mod/17008.html
Big change: It is now impossible to reach gold until tank has been escorted all the way to its end-garage. This will create more fighting around the tank.

Another change: The bank has been split apart (one Allied part and one Axis part) and moved further away.
FPS is also improved.
//Loffy
Hi Loffy, I finally got time to check the new version out this weekend.
A few little thing that noticed me at first.
-The spawn is kinda open (no building etc) position is good
-There is no “Dynamite planted” sound at the 1st tank garage don’t know if you did this on purpose or not (it was missing in the beta2 also)
-The high tunnels in the middel part of the map make no sense. =/ (sry to say this, but it looks lik they could never be build like that and nobody ever would build them (they have no reason).
The 3rd part is great now. (maybe move the final tank position a bit closer to the banks)
If I’ll find anything else I’ll report it.
Greetz Panther
“the spawn is kinda open (no building etc) position is good.”
Which spawn? AH, you must be talking about the first spawn, especially the Allied first spawn. Yes, it is very open
Deserted. Looks empty. I’ll fix that. Add some buildings.
“There is no ‘Dynamite planted’ sound at the 1st tank garage…”
Yes, that is true. There is a limit in the game engine, only 16 so called toi’s.
I am at 16 at the moment, so there can not be a ‘Dynamite planted’ sound at first tank garage.
“The high tunnels in the middel part of the map…”
Hm, maybe I could move them under ground, and make them into tunnels?
The overall idea is to create a one-way passage that a team can use to go from spawn to truck area.
“the 3rd part… … (maybe move the final tank position a bit closer to the banks)”
Yes, that could be done. It would look better.
Thanks for the input. I’ll re-work the map soon.
//Loffy
Is it maybe possible to change that sort a like bars, in something else? Like a wall or something, because its a bit stupid
it looks like the truck rides on it 
He is pointing to the truck path, when it just leaves it’s initial position, it goes trough some bars. And I do agree it looks a little bit silly, a normal truck would be able to drive over it.
Having some piles of rubble caused by the tank breaking trough the wall could be a better alternative, and the truck could take it’s curves better.
He got a point the, maybe make it a bit higher.
Also the tankbarriers are kinda simple (just a blok of concrete, maybe make it a bit more realistic to make it a few square blocks.
A commandpost would be nice.
If you’d remove one of the truck barriers maybe?
Greetz Panther
www.rtcwfiles.com made the beta3 map a featured map =)
Greetz Panther aka Way2Evil
