09-25-2008, 03:31 PM
BunnyTrack
What is BunnyTrack
Bunnytrack originated from Unreal Tournament. It is basically a capture the flag map where a player (or team) has to score as many points as possible. This is not done by killing, but by completing an insane obstacle course, increasing in difficulty all the time. If you make it to the end after a dozen of tries you score a point and you're respawned at the beginning again.
Bunnytrack is strangely addictive. People who like Hay probably know what I mean, although hay has no increasing difficulty.
How is this done in SA-MP?
In SA-MP things will be a bit different, since we don't have flags or custom objects. That's not really a problem. The point of Bunnytrack is "make it to the end", so no flags needed. It doesn't have to be teambased either. Everything else is possible in SA-MP; moving objects (rotating seems to be a bit harder) and insane jumps aren't a problem.
What does a typical Bunnytrack map look like?
A Bunnytrack map is symmetrical, divided in two, or even four parts. This is to prevent annoying players from blocking the way to the end. It starts of easy, you spawn and start off with a few really easy tricks. You have little chance of failing here. If you proceed, things get a bit harder. Moving objects you have to jump on and very small ledges for example. As you proceed further the map one mistake will kill you instantly.
What's the fun?
The fun is becoming better and better. If at first you don't make a jump, and after five times you do, you really want to continue and get to the end of the map. You feel rewarded if you finally beat a hard part. This gamemode is not just about making it to the end, but also setting a good time. Compare it with a race. Getting to the end is hard, getting it done the fastest is way harder. There's always some highscore to beat.
Demo map
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I created this map in about an hour, with some finetuning later. Making a map like this is really easy.
0:06 - Here's an easy obstacle in the beginning of the map. If you fall of, you can just climb back up again. It just costs you time.
0:20 - This object is kind of slippery. If you're in a hurry, this might cause you to fall down.
0:53 - The elevator is a timing thing. It's not really hard. Getting up to the stairs above is a bit trickier.
1:13 - This is really narrow. If you try to run here, or move your mouse a little you'll fall off
1:28 - The little shiprail-thingies (bollards?) are really, really hard.
2:39 - Finally you have to get up the stairs and you're at the end. The last part is easy, but if you screw up you can start over
So this is just an example. It's not really long, but it is hard and addictive. After 42 tries I made it to the end. Then I found out the codec I used for recording was screwed. Another 11 tries and I have this video. I'd love to see this with more than 10 players
So what's your feature request?
One map is boring. I'd like to make this into a gamemode like race, with a lot of maps beneath it. Since this gamemode is really dependant on objects, Jay's world object handler would need to be used for it. Also high scores need to be recorded. My feature request is for a developer to make a handler for this gamemode, making it possible for maps to be simple textfiles (or xml, whatever).
I'll volunteer to create maps. Again, the above map is just an example. It's too short for a real map, but I hope it gives you the right idea.
What do you guys think of this idea
I'm really excited about this, but I have no idea how everyone else will feel about it. Could be good, could be very bad
What is BunnyTrack
Bunnytrack originated from Unreal Tournament. It is basically a capture the flag map where a player (or team) has to score as many points as possible. This is not done by killing, but by completing an insane obstacle course, increasing in difficulty all the time. If you make it to the end after a dozen of tries you score a point and you're respawned at the beginning again.
Bunnytrack is strangely addictive. People who like Hay probably know what I mean, although hay has no increasing difficulty.
How is this done in SA-MP?
In SA-MP things will be a bit different, since we don't have flags or custom objects. That's not really a problem. The point of Bunnytrack is "make it to the end", so no flags needed. It doesn't have to be teambased either. Everything else is possible in SA-MP; moving objects (rotating seems to be a bit harder) and insane jumps aren't a problem.
What does a typical Bunnytrack map look like?
A Bunnytrack map is symmetrical, divided in two, or even four parts. This is to prevent annoying players from blocking the way to the end. It starts of easy, you spawn and start off with a few really easy tricks. You have little chance of failing here. If you proceed, things get a bit harder. Moving objects you have to jump on and very small ledges for example. As you proceed further the map one mistake will kill you instantly.
What's the fun?
The fun is becoming better and better. If at first you don't make a jump, and after five times you do, you really want to continue and get to the end of the map. You feel rewarded if you finally beat a hard part. This gamemode is not just about making it to the end, but also setting a good time. Compare it with a race. Getting to the end is hard, getting it done the fastest is way harder. There's always some highscore to beat.
Demo map
[html] <object width='470' height='320' id='flvPlayer'><param name='allowFullScreen' value='true'><param name='movie' value='http://chillosophy.nl/lvp/player.swf?movie=BTfinal.flv&bgcolor=0x051615&fgcolor=0x13ABEC&volume=0&autoplay=&autoload=on&mute=&autorewind=on&loop=&muteonly=&clickurl=&clicktarget='><embed src='http://chillosophy.nl/lvp/player2.swf?movie=BTfinal.flv&bgcolor=0x051615&fgcolor=0x13ABEC&volume=0&autoplay=&autoload=on&mute=&autorewind=on&loop=&muteonly=&clickurl=&clicktarget=' width='470' height='320' allowFullScreen='true' type='application/x-shockwave-flash'></object>[/html]
I created this map in about an hour, with some finetuning later. Making a map like this is really easy.
0:06 - Here's an easy obstacle in the beginning of the map. If you fall of, you can just climb back up again. It just costs you time.
0:20 - This object is kind of slippery. If you're in a hurry, this might cause you to fall down.
0:53 - The elevator is a timing thing. It's not really hard. Getting up to the stairs above is a bit trickier.
1:13 - This is really narrow. If you try to run here, or move your mouse a little you'll fall off
1:28 - The little shiprail-thingies (bollards?) are really, really hard.
2:39 - Finally you have to get up the stairs and you're at the end. The last part is easy, but if you screw up you can start over
So this is just an example. It's not really long, but it is hard and addictive. After 42 tries I made it to the end. Then I found out the codec I used for recording was screwed. Another 11 tries and I have this video. I'd love to see this with more than 10 players

So what's your feature request?
One map is boring. I'd like to make this into a gamemode like race, with a lot of maps beneath it. Since this gamemode is really dependant on objects, Jay's world object handler would need to be used for it. Also high scores need to be recorded. My feature request is for a developer to make a handler for this gamemode, making it possible for maps to be simple textfiles (or xml, whatever).
I'll volunteer to create maps. Again, the above map is just an example. It's too short for a real map, but I hope it gives you the right idea.
What do you guys think of this idea
I'm really excited about this, but I have no idea how everyone else will feel about it. Could be good, could be very bad
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