This is a new map i am making Inspired from a TF2 Map, and as a Sequal to Mario ET
I just need a Bunch of Karts , that go around the map, not sure how this map would play out ?
Any one have Mario Prefabs, Karts and Stuff that be very useful
This is a new map i am making Inspired from a TF2 Map, and as a Sequal to Mario ET
I just need a Bunch of Karts , that go around the map, not sure how this map would play out ?
Any one have Mario Prefabs, Karts and Stuff that be very useful
You might have copyright problems with the used textures.
Is this a CTF map?
There’s a map featuring two tanks.
As far as I remember it’s called “tank race” (by Loffy ?).
Might also be an idea.
There could also be some Mario Kart items to power up or down the tanks.
Afaik those two tanks weren’t mountable, you can only have one ‘drivable’ vehicle, though you can have as many script movers in the map as you like, till you reach the max entity limit that is with all the spline points and such.
I placed a Tank that circles the track.
How do i align the Clip with the Tank Model. ???, because i can walk through the tank.
This map will be a fun frag map, no missions.
Make some clip brushes that cover the tank, make this your primary script mover complete with origin brush in the same location as the model origin, then you assign a model to this script mover, I can’t remember the key and values for doing this, not got radiant to hand to check. The model will appear where the origin brush is located.
It can’t be mario kart without the Red Turtle Weapon 
Was there an ET mod with drivable tanks, cant remember the name ?
You should make 4 tanks that are 1/4th of the normal size. (scale)
They drive around really fast (much faster than usual), you can play around with the animations to make them drift around the corners
(here’s an extreme example of something that happened to me once: http://www.xfire.com/video/21b6d4/)
In the middle there are 2 buttons, when you press the button your tanks makes half or a full lap. So basically KOTH, but with fast vehicles that can run you over when you try to cross the road to the middle 
You might need some alternative ways to the middle though like jumpads on the roofs or something. Or add clouds you can stand on? (I think these 2 ideas are in the TF2 version too)
tank
{
spawn
{
wait 50
followspline 0 info_train_spline_main1 50000 wait
playsound sound/vehicles/tank/tank_move.wav looping volume 200
trigger self move
}
trigger move
{
followspline 0 info_train_spline_main1 80 length 100 wait
followspline 0 info_train_spline_main2 80 length 100 wait
followspline 0 info_train_spline_main3 80 length 100 wait
followspline 0 info_train_spline_main4 80 length 100 wait
followspline 0 info_train_spline_main5 80 length 100 wait
followspline 0 info_train_spline_main6 80 length 100 wait
followspline 0 info_train_spline_main7 80 length 100 wait
followspline 0 info_train_spline_main8 80 length 100 wait
followspline 0 info_train_spline_main9 80 length 100 wait
followspline 0 info_train_spline_main10 80 length 100 wait
followspline 0 info_train_spline_main11 80 length 8 wait
followspline 0 info_train_spline_main12 80 length 8 wait
followspline 0 info_train_spline_main13 80 length 8 wait
followspline 0 info_train_spline_main14 80 length 8 wait
followspline 0 info_train_spline_main15 80 length 8 wait
followspline 0 info_train_spline_main16 80 length 8 wait
followspline 0 info_train_spline_main17 80 length 8 wait
followspline 0 info_train_spline_main18 80 length 8 wait
followspline 0 info_train_spline_main19 80 length 8 wait
followspline 0 info_train_spline_main20 80 length 8 wait
followspline 0 info_train_spline_main21 80 length 8 wait
followspline 0 info_train_spline_main22 80 length 8 wait
followspline 0 info_train_spline_main23 80 length 8 wait
followspline 0 info_train_spline_main24 80 length 8 wait
followspline 0 info_train_spline_main25 80 length 8 wait
followspline 0 info_train_spline_main26 80 length 8 wait
followspline 0 info_train_spline_main27 80 length 8 wait
followspline 0 info_train_spline_main28 80 length 8 wait
followspline 0 info_train_spline_main29 80 length 8 wait
trigger self move
}
}
tank_shell
{
spawn
{
wait 100
attachtotag tank tag_tank
}
}
tank_turret
{
spawn
{
wait 100
attachtotag tank_shell tag_turret
}
}
This is the relevant part. The lines with:
followspline 0 info_train_spline_main2 80 length 100 wait
make the tank look like it’s drifting, 8 is the value that makes it look normal. I found this out by just putting random values in and seeing what would happen, so I have no idea why it does this 