[SP] Funk Tank

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sicklebrick
876 Posts
Posted May 30, 2012
Drive It!
A funky tank that fires gnomes and lasers.

Click here to download Funk Tank

Click here to download Funk Tank

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Shakky
228 Posts
Posted May 30, 2012
Replied 1 hour later
Great consept but it doesn't work that good honestly. It sure is fun driving a tank and shooting gnomes! Hardest part of the puzzle was finding out that you can leave the tank and hitting those last turrets. Aiming was really annoying because there seems to be a little slice of vertical space in the middle you can't shoot at and all of the enemies seem to be in that area. Also driving up the hill was pretty annoying because the tank didn't have enough horse power.

Biggest bug I found is that if you hold w or s and then press e the tank will keep going. This will get you easily stuck. Also when you drive under the squigly doorway after the ramp there is a spot where all props become invisible. I'd guess that is an optimization mistake or something? Also if it could be possible put the very last death field little bit further from the button because I pressed the button and instantly died the first time.

It has flaws but sure is an impressive map and really creative idea. Great job!

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sicklebrick
876 Posts
Posted May 30, 2012
Replied 6 hours later
Cheers Shakky, thought I'd ironed most of those out, but I'll get an update ready in a bit
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RogerL
490 Posts
Posted May 30, 2012
Replied 46 minutes later
So while most of the world is churning out identical loaves of white bread, sicklebrick is making brioche. This was a lot of fun, though, like Shakky said, the aiming kind of sucks. And I have to admit that I cried at the end, even though I knew what was going to happen.
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sicklebrick
876 Posts
Posted May 30, 2012
Replied 1 hour later
Updated, thankyou for the feedback sexypeople, your cookies are in the mail.
Unfortunately, I can't fix the laser aiming due to the laser snapping to horizontal when it's within a few degrees. In such cases I reccomend an explosive gnome or vehicular turretslaughter.
If anyone has any ideas for that one, I'd be very grateful. Cheers

Edit: Forgot to mention, thanks to marKiu for the theme idea, and whoever I stole the audio samples from for the audio samples

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RogerL
490 Posts
Posted May 30, 2012
Replied 16 minutes later
I just did a Least Gnomes run of your map. I did it in two gnomes! But I got a lot of turrets stuck under the wheels and, man, they are hard to clean out.
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HMW
806 Posts
Posted May 30, 2012
Replied 1 hour later
Originality: 10/10
Execution: 5/10 (system constraints are entirely to blame here)
Hilarity: can not effing compute. Squeak!

Do you get a Steam achievement for a gnome-free run?

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quatrus
1,047 Posts
Posted May 31, 2012
Replied 1 day later
Very clever. The tank operation is a bit dodgy....but fun.
Thanks for creating....
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sicklebrick
876 Posts
Posted Jun 01, 2012
Replied 8 hours later
Oh noes, you guys are getting it all wrong. More gnomes! We have a surplus and they're very expensive to feed & clothe.

I'd like to have made the controls a bit better, but like HMW said the system was a bit limited.
For example I deffinitely wanted the wheels to work on buttons, so I couldn't use prop_physics with some phx tires (or hide spheres inside prop_physics as the collisions would be way too wide for the wheels). This meant no mass override for the wheels, and no friction control.
In any case, I couldn't get any of the unlisted high friction materials like 'jeeptire' in gMod to work either, so the wheels were always gonna suck. The body too had to be built from 4 separate sections, as parenting disables any sort of attached physics constraints - leaving us with a slightly wobbly body. Then of course there's the laser snapping to horizontal, andthe func_tank aiming entity having to be slighly in front of the player :\

Anyway, I fully intend to revisit this at some point, but for now, glad it's being enjoyed. Cheers for the feedback

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Szieve
158 Posts
Posted Jun 02, 2012
Replied 1 day later
Without a doubt, the most original thing I've seen. Fan friggin tastic!!!! Would be interesting to see this incorporated into more maps. ) Hint..
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sicklebrick
876 Posts
Posted Jun 03, 2012
Replied 1 day later

Szieve wrote:
Without a doubt, the most original thing I've seen. Fan friggin tastic!!!! Would be interesting to see this incorporated into more maps. ) Hint..

Hehe, sooon!
Have a go at decompiling the map if you like. The tank itsself doesn't use any instances, and the bulk of the IO is via the script, so it should work fine I'll try and improve upon it at some point!

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TheNightmaren
56 Posts
Posted Jul 08, 2012
Replied 1 month later
Iviv and LyLy here, and we played funk tank. We're normally a coop duo, so we played the map at the same time and recorded our conversations. I (LyLy) had a bit of a hard time figuring out that you don't use the funk tank for everything. The map made us laugh, we loved it! Half the play through is Iviv messing around while LyLy is still playing.

Near the end of the video, Iviv decides to add some gels to the funk tank with... interesting results XD

4zVoq297LDw

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sicklebrick
876 Posts
Posted Jul 09, 2012
Replied 9 hours later

TheNightmaren wrote:
Iviv and LyLy here, and we played funk tank. We're normally a coop duo, so we played the map at the same time and recorded our conversations. I (LyLy) had a bit of a hard time figuring out that you don't use the funk tank for everything. The map made us laugh, we loved it! Half the play through is Iviv messing around while LyLy is still playing.

Near the end of the video, Iviv decides to add some gels to the funk tank with... interesting results XD
...vid...

Heh, maybe I should have made it more obvious that you can get in and out of the tank, but you both made it alright! It was really nice seeing and hearing you have a laugh with it though - makes it worthwhile (The paint part had me laughing too; I'd never thought of that!)
Cheers for the vid!

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FelixGriffin
2,680 Posts
Posted Jul 09, 2012
Replied 9 hours later
If you want a better wheel model, you could use a logic_script: make an info_targets, name it with your model name, then put it in the entity group somewhere. Make another with your wheels' targetname[s]. Then use some RunScriptCode inputs, using GetName on the targets to avoid strings.
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sicklebrick
876 Posts
Posted Jul 09, 2012
Replied 44 minutes later
Not sure what you're getting at here Felix?

If it's about script performance and using the strings "engine_left" and "engine_right", then that's not really an issue, since I'm not iterating through entities one by one, and that's handled natively.

If it's about changing the 3D model of the wheels then there are a few issues.
First, it's easy enough to change them all with ent_fire wheel* setmodel "whatevs", but that doesn't change the collision\physics model or mass, friction, etc.
I had fiddled with using the PHX wheels in cube dozer to begin with, but they still collided as a large sphere - and the puzzle requires parking it on the buttons :\

Looking into it for the next one though

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FelixGriffin
2,680 Posts
Posted Jul 09, 2012
Replied 1 hour later
Ah, it doesn't change the collision model? That's irritating. Then my suggestion doesn't matter, sorry.
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sicklebrick
876 Posts
Posted Jul 09, 2012
Replied 4 hours later
Still a good idea.. something I'd like to work on