A funky tank that fires gnomes and lasers.
Click here to download Funk Tank
Click here to download Funk Tank
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Click here to download Funk Tank
Click here to download Funk Tank
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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!
Edit: Forgot to mention, thanks to marKiu for the theme idea, and whoever I stole the audio samples from for the audio samples 
Do you get a Steam achievement for a gnome-free run? 
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 
) Hint..
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!
Near the end of the video, Iviv decides to add some gels to the funk tank with... interesting results XD
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!
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 