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cc_concept

======
----------
- CHAOS CIRCUITS -
by Violation Entertainment
www.violationentertainment.comlink-external
last update: 2006/11/18
----------
======

- 01. PR
- 02. Design Summary
- 03. Gameplay and gametypes
- 04. Vehicles
- 05. Racing Environments
- 06. Critters
- 07. Deathtraps and Obstacles
- 08. Powerups, Weapons and Upgrades
- 09. Tech
- 10. Misc.Xtra/Unsorted

============
----------------------
01:- (PR)

"It's time once again for the Chaos Circuits Championship, proudly
brought to you by the Zero-Fear Racing Association. This
particular tournament is very special because for the first time
we see proud reigning development giants Nyketi, Rezko, Aceon and
Cydev go head-to-head, all signed-up and willing to battle it out
over half a dozen wonderful planets. All of these corporations
have had recent specific technological breakthroughs and all of
these racing locations have been fully redesigned and polished
especially for this event, as well as some great new surprises in
store for longtime fans. Spectators and sponsorship is at a record
high this time to ensure it's the best CC championship in its
entire history."
----------------------
============

============
----------------------
02:- (Design Summary)

Overview
----

Chaos Circuits is a futuristic racing game currently using the
Torque Game Engine and later the Torque Shader Engine, which will
instantly enhance the quality and capabilities of the game's
graphics over what we have now. We're focusing on very rich
varieties of styles and designs, atmospheres and environments for
the player to race and battle through. The gameplay is focused on
high speed stunts and manoeuvres, combined with weapon attacks
and battle tactics, in vicious and explosive races, to the finish
line or to complete destruction. There are numerous types of
play methods planned, with Championships, Orb challenge,
Annihilation, Head-to-Head, Time trials and of course
customisable multiplayer, LAN and online. Massive selection of
crafts, weapons and racing environments, with many different
themes and configurable aspects like time of day lighting and
special effects weather conditions. The full product will also
ship with an in-game editor and tools enabling the player to
create their own tracks and use custom content.


Racing car model specifics
----------
Each vehicle will share a number of generic textures for certain
parts, such as wheels, glass and an overall metallic texture. Each
vehicle will only have one texture unique to the model. This will
dictate the separation of the model groups. The overall metallic
texture will be featureless
although the colour of the texture can be changed for players to
customise the general colour of the selected vehicle. The
'environment' (metal reflection effect) image will also be
generic, although this will (hopefully be programmed to)
automatically blend from one to another depending on the actual
surrounding area around the model. The vehicle models themselves
must retain the general shape and size of each other vehicle
model. Each vehicle must be larger at the back than it is at the
front, in all proportions. See the reference material and existing
media for examples of general shape. Each model must also have
some jet propulsion system with only one exhaust. The actual
exhaust effects will also be separate and generic among the
vehicle models. Apart from the specifics mentioned above, full
artistic freedom is available.

Racing environment specifics
------------
The tracks will all be incredibly varied, naturally. The
appearance of the tracks will be many, although there must be some
key similarities will all tracks. Since the pace of the races will
be very fast, it's important for track designers to understand the
distances required on stretches of track and the curvature of
corners, which cannot ever be too tight. There also needs to be a
general width of track at any one time, for at least three
vehicles to be able to race side-by-side. Due to engine
limitations, most tracks will be of an organic nature, although I
personally will be keen to construct some kind of city-themed
track, if possible. Large jumps will also be a key feature in the
game, so each track should contain at least one large jump-ramp.
It's still unplanned how the lap system will be. Whether it will
work with multiple checkpoints, or simple lap-by-lap system, is
still unknown. Apart from the specifics mentioned above, full
artistic freedom is available.
----------------------
============

============
----------------------
03:- (Gameplay and gametypes)

Rules of the Race:-
Laps can be customised but in the main championship mode it is set
to 4. Tracks are split up by checkpoints that monitor your path
around the track. The number of checkpoints can vary depending on
the scale/complexity of the track area but usually area between
checkpoints would be no longer than 15 seconds of racing. There
are 2 rows of 6 at the start/end line to house 12 racing vehicles
at once. Racers in the top 6 tally of the point/cash system begin
in a starting position that is behind the bottom 6 in the tally.
Each vehicle has a set amount of energy that acts as health and
can be decreased by attacks or impacts, or in special cases may be
drained by using a weapon or power-up. When the energy is fully
depleted the vehicle will explode and take perhaps 5 seconds to
respawn at the last checkpoint registered. A number of points are
gained from each race to decide who is the true leader as the
next race begins and players can add to this point system.

Points/cash system:-
: Position points - These are points gained from your finishing
position although the higher these points the lower the position
you'll begin in the next race.
1st place - 11 points
2nd place - 9 points
3rd place - 7 points
4th place - 5 points
5th place - 3 points
6th place - 1 point
: Stunt points - These are points that are calculated from
various stunts including air-time and evasion.
Air-time - 1 point per 3 seconds
: Kill points - 3 points gained from each opposing vehicle
destroyed during a race.
These points are all added up to a total that decide what true
position you are in and your progress. You may finish second but
with extra stunt and kill points you may end up in overall lead.
Points can be used to purchase upgrades or powerups/weapons but
as a result will mark you lower in tally.

Modes:-
: Championship
This is the main competition mode where all tracks are raced
consecutively, with all opponents, all balanced and for the
championship cup of that circuit to unlock the next championship
as well as unlocking other features of the game. All cups are
split into seven races with progressive difficulty.
: Orb Challenge
Much like normal Championship mode except the racer will need to
collect a certain amount of "orbs" scattered around each track
and come first to advance. If all orbs aren't collected the
player will automatically lose, even if in first place.
: Annihilation
Like championship although the winner is based on "last man
standing" combat with unlimited laps.
: Time trial
The basic solitaire racing to beat the best times to unlock
various features of the game.
: Head to head
This mode is non combat based soley on the best driving skills.
Getting a significant lead on your opponent will score you
position points. The one with the most points wins.
: Multiplayer
Fully customisable Internet/LAN play. The standard setup for this
mode is similar to championship, players can race through set cups
at a time although nothing can be unlocked and upgrades are reset
at the end of each cup unless customised otherwise.
----------------------
============

============
----------------------
04:- (Vehicles)

: Attributes
- Top Speed
the maximum speed the vehicle can reach
- Acceleration
the rate at which the vehicle increases speed
- Handling
ability to turn tight corners, braking and response time
- Weight
how well the vehicle can handle stunts
- Energy Level
how much power the vehicle has
All standard vehicles have a balanced range of these attributes
that countereffect other attributes. Good acceleration usually
means poor handling and top speed. Good energy levels usually
means poor acceleration and a heavier vehicle. Only the special
unlockable vehicles have unbalanced above-standard attributes.

: Companies
Each vehicle belongs to a company, each company has its own
unique traits relating to specifications of the vehicles.
- Nyketi
long-reigning champions producing vehicles that have the top speed
and energy levels, although their vehicles often won't handle
stunt-orientated racing well
- Rezko
a worthy new-comer praised for their state-of-the-art aerodynamics
and handling, their vehicles are built for manoeuvring and agility
- Aceon
developer of more generic style vehicles that try to have a
balance of all attributes which prove to serve well when facing
a lineup of varying race environments
- Cydev
kings of battle, these beasts are built for the kill although
suffer from weighty designs and slow acceleration, they still
manage to achieve impressive speeds
----------------------
============

============
----------------------
05:- (Racing Environments)

Although there are main types of track-themes split into four
different race tracks for each theme, each different track is
unique visually and in the layout of the track. Much of the same
media is present and each theme has distinct characteristics, but
all tracks will vary sufficiently. There will be varying weather
conditions, time of day/night, track-specific "landmarks", varying
difficult of the layout, etc.

: alpha circuit
1 - Qeunon Forest 1
2 - Ziteth Metro 1
3 - Wequinn Caves 1
4 - Deta Orbital 1
5 - Meteyin Wastes 1
6 - Aquana Tunnels 1
7 - Nyketi Cyber 1
(beginner)

: beta circuit
1 - Beftya Desert 1
2 - Qeunon Forest 2
3 - Wequinn Caves 2
4 - Nyketi Cyber 2
5 - Meteyin Wastes 2
6 - Deta Orbital 2
7 - Aetisha Freeze 1
(novice)

: gamma circuit
1 - Aquana Tunnels 2
2 - Aetisha Freeze 2
3 - Nyketi Cyber 3
4 - Beftya Desert 2
5 - Wequinn Caves 3
6 - Deta Orbital 3
7 - Ziteth Metro 2
(intermediate)

: delta circuit
1 - Ziteth Metro 3
2 - Meteyin Wastes 3
3 - Nyketi Cyber 4
4 - Aquana Tunnels 3
5 - Aetisha Freeze 3
6 - Beftya Desert 3
7 - Qeunon Forest 3
(advanced)

: epsilon circuits
1 - Meteyin Wastes 4
2 - Wequinn Caves 4
3 - Beftya Desert 4
4 - Aetisha Freeze 4
5 - Aquana Tunnels 4
6 - Ziteth Metro 4
7 - Deta Orbital 4
(master)

: Qeunon Forest
vast, densely-vegetated forestlands with mountainous backdrops.
Varying terrain-height makes for interesting dimensions of racing
track. A lot of ups and downs with minimal visibility.

: Wequinn Caves
deep subterranean caverns, dark and dangerous. Some very narrow
driving, although not a lot of height variance or sharp turning.
A lot of track splits and obstacles like lava pits.

: Meteyin Wastes
half junkyard, half swamplands. Vast open driving at high speed
with some major stunt jumps in the junkyard, while the swamplands
provide flat muddy open areas.

: Beftya Desert
similar to Meteyin, this track is half rocky canyons, half flat
desert. There are a lot of track splits and obstacles, as well as
some tighter cornering.

: Aetisha Freeze
similar to Beftya with an ice theme. Aetisha is a cruel frozen
hazard for driving, although a lot of race area is controlled, so
it makes for high-speed stunt action like no other track.

: Aquana Tunnels
underwater tunnels and platforms in a mid-oceanic setting. Race
area is very controlled although this track, apart from looking
pretty, will test skills in all different aspects.

: Ziteth Metro
high-speed racing in the big, bright city. Very sharp cornering
and massive high-speed jumps. Parts of the city will contain a lot
of track obstacles.

: Nyketi Cyber
massive high-tech industrial facility of the Nyketi corporation
just happens to double perfectly as a "chaos circuit", although is
by far the most unpredictable and hazardous of all tracks.

: Deta Orbital
much like Aquana, containing mostly controlled tunnels, Deta
Orbital is situated in outer-space, the most speed you'll ever get
and the ultimate test in driving skills.
----------------------
============

============
----------------------
06:- (Critters)

Critters are dynamic destructible objects that roam various parts
of the racing environments freely, mostly with very little
intelligence. They act like deathtraps that slow you down upon
impact.

: Ryxur
- Large desert-dwelling bull-like creature. Slow moving and
travels in herds. Due to its large solid mass it poses quite an
obstacle to your vehicle and will slow you down significantly.
Also have been known to rarely purposely attack slower moving
vehicles.

: Tinnet
- Lightweight flying creature with an incredible wingspan and
various species adapted to different environments. Although they
won't reduce your speed much on impact, they will often disrupt
the orientation of your vehicle when airborne.

: Vilslug
- Massive slug-like creature. Very slow-moving and very long.
Because of their incredibly soft body structure, vehicles should
be able to pass through them with some ease, although the
creature's innards reduce driver visibility and cause prolonged
vehicle slowdown.

: Ifteon
- Large bear-like creature with very large teeth and claws, very
similar to a Ryxur, although travels in much smaller numbers and
prefers icy environments. They are more highly aggressive and
will almost always attack any moving obstacle.

: Zeenel
- Small hardshell crustacean-like creature, travel in very large
numbers. They have metal-hard triclaw formation shell, making them
invulnerable, and semi-burrow themselves into the ground when
intimidated, making them a travelling track-surface disruption.

: Human
- In some environments a number of humans may be present, such as
Nyketi Industries and other large urban areas or facilities. They
won't slow you down at all but a penalty will be implied to your
kill points and stunt points.

: Robot
- Various sizes of slow moving but heavy mechanical units will be
present on some tracks and the bigger the unit, the more damage it
will do on impact.
----------------------
============

============
----------------------
07:- (Deathtraps and Obstacles)

: Turrets
- Shooting bullets, missiles or lasers, these stationary objects
are difficult if not impossible to destroy, although their aim is
quite slow, if you don't have the speed then attack can be deadly.

: Mines
- Like the collectable weapon, the mine, these are sometimes
placed on the track by default. Will explode on impact causing
a radius of damage. You can't drive over too many of these.

: Crushers
- These come in various forms, basically any deathtrap that has a
timed stomping or crushing motion. If your timing is wrong your
vehicle will get completely destroyed.

: Flippers
- Not initially hazardous but this group of traps will either
flip you into the air or send you flying backward, probably
slowing you down more than exploding and respawning would.

: Pits
- These are usually filled with some kind of hazardous liquid that
will gradually decrease your energy/health until you explode
unless you can escape. Sometimes these areas can be quite large.

: Destructible Scenery
- Will come in many different forms. Will slow you down on impact
but move or destruct and will no longer be an obstacle. Usually
rocks, trees or any other static scenery on the racing track.
----------------------
============

============
----------------------
08:- (Powerups, Weapons and Upgrades)
Powerups and weapons are basically the same, special functions
temporarily enabled that are used to either to protect you, attack
the opposition or enhance your racing ability. They are placed in
specific areas on the track in rows so that multiple vehicles have
the chance to use them, they also respawn quickly so that racers
behind also have a chance. They will change types in a random
cycle and powerups/weapons are overrided by any new ones
collected.

Powerups:-
: Energy shield
A 10-second forcefield that surrounds your car and makes you
invulnerable to weapon attacks and other explosive attacks such as
mines and fire from turrets. Not effective against attacks from
most deathtraps but you won't lose energy in pits.
: Speed boost
A quick jump in speed can be activated at any time while this
powerup is in your possession. With precision timing this can
give you incredible advantage.
: Revitalise
Instantly replenish your energy level when you activate this
powerup. If your energy level is already at maximum then you will
be unable to collect this at all.

Weapons:-
: Missiles
The basic of weapons, 3 missiles that explode on impact. It would
take all 3 missiles to hit a targeted vehicle to destroy it fully.
: Mines
You are able to plot up to 3 mines onto the track behind you that
look and act exactly as the deathtrap mines do.
: Killshield
Much like energy shield except instead of protecting you it will
instantly destroy any opposing vehicle that makes contact. This is
devastating in clusters of vehicles but lasts a short time.

Upgrades:- (in order of cost)
: Colour Customisation
The first upgrade is to choose the colour of your vehicle. The
basic skin texture won't change. You can change this again
anytime later at an additional cost.
: Skin Textures
Next you can choose from the full extended range of skin textures
available for each vehicle in the game. You can change this again
anytime later at an additional cost.
: Special Vehicles
These are reserved for valued customers who are willing to pay the
price to unlock these nasty-looking cars. The statistics of these
vehicles are all above standard.
- Upgrades also include buying weapons or powerups to being with.
----------------------
============

============
----------------------
09:- (Tech)
---------------
Bugs
August 6th, 2005
1. Using debug with fps mod causes the game to crash forced by an
assert, showing an invalid wake state.. trying to figure out why.
2. Physics are still not right for vehicles.
Too many!!!!
---------------
Change-Log:-
12-04
setup headlights so the beam shape is mounted when they are turned
on
reworked the directory structure of common/shapes
added a script version to the join message so can track which
version of scripts the current is using
(controlled from server.cs)
updated toggle overlays to ensure more huds are turned off for
screen caps
added integrated particle editor (f5, not available in world
editor)
added new SG lighting scripts
changed path/spline embedding resolution.... resolution now
describes the number of spline points
used per terrain point. (a 1 meter resolution requires
a resolution setting equal to the
terrain square size) all appropriate dialogs display
current terrain squaresize
added a performance dialog for embedding paths/splines (for shits
and giggles)
removed old vehicle upgrade system
removed RRR references
added editor menu option for levelling terrain under objects

in work
tweak/convert new vehicles
wheeler suspension, for doubling spring force when spring is
compressing, break out to a datablock var

        • work on vehicle light implementation -is functional, might

improve lighting

        • add mission type header exporting to mission file - done,

needs work
basic functionality is implemented, eventually will need
expansion to a dialogue
allowing mapper to change the info
---------------
---------------
Chaos Circuits
default controls
_movement:-
W - forward
d - right
a - left
s - backward
x - brake
q - rear left (?)
e - rear right (?)
space - thrust boost
r - upright vehicle
alt+Q - power-jump (?)
_view
up - turn up
right - turn right
left - turn left
down - turn down
left ctrl - toggle HUD
left alt - toggle views
left shift - zoom
capslock - zoom toggle
v - freelook
j - left directional (?)
k - right directional (?)
alt+C - toggle free camera (?)
_weapons:-
mouse1 - attack primary
mouse2 - attack secondary
z - use special
/ - weapon axis
1-6 - cycle weapons
,(comma) - weapon previous
.(period) - weapon next
f - headlights
_options
i - garage
o - options
u - add bot (?)
p - admin menu
t - public message
y - team message
ctrl+K - suicide
~(tilde) - toggle console
escape - prompt exit
---------------
TECH WISHLIST:-
Environment mapping on dynamic objects relative
to the world, not relative to themselves
Custom alpha-blended environment mapping on specific
shape(DTS) groups
Multiple frame animations on textures
Interactions with (shape)DTS scenery (buggy physics)
Snap-to/align function in the editor
Ability to "fullbright" textures
Detail mapping for interior(DIF) textures
Alpha transparency on interior(DIF) textures
Additive blending on interior(DIF) textures
Additive blending on shape(DTS) textures
Alpha blended raytrace-reflections on interior(DIF)
textures
Raytrace-reflections on shape(DTS) textures
Alpha-blended environment mapping on terrain textures
Semi-transparent animated GUI bitmaps
Rotating interior(DIF) objects
Ambient animations with shape(DTS) objects
Digital speedometer (combined with analogue)
Motion Blur
Target locking
Vehicle interaction with water
Projectile interaction with water
Submerge textures with water
Change tire dust emitter depending on terrain texture
---------------
Chaos Circuits
problem FAQ
Q: I'm experiencing a lot of texture z-fighting?
A: Turn off environment mapping options

Q: The game is very sluggish?
A: Lower quality settings or start in safe mode

Q: The game is failing to run?
A: Start the game in safe mode and progressively
raise quality settings
---------------
CONSOLE COMMANDS:-

$pref
TS
renderBones = false;

toggleOverlays();
---------------
----------------------
============

============
----------------------
10:- (Misc.Xtra/Unsorted)
---------------
Generic track-specific media:-
Name Type Stat Exp.
----------------------
Peg 1 object b trackside pegs linking peglines
Peg 2 object b trackside peg for checkpoints
Peg 3 object trackside peg for start/end
Pegline object "line" between 2 pegs
Checkpoint flag scenery flag between 2 checkpoint pegs
Start flag scenery flag at the start/end point
---------------
Generic vehicle model-specific media:-
Name Type Stat Exp.
----------------------
Vehicle base model model all vehicles are based on
Vehicle wheel 1 model Small wheels at front
Vehicle wheel 2 model Large wheels at back
Inner jet model Inner jet effect
Outer jet model Outer jet effect
---------------
---------------
----------------------
============


















"It's time once again for the Chaos Circuits Championship, proudly brought to you by the Zero-Fear Racing Association. This particular tournament is very special because for the first time we see proud reigning development giants Nyketi, Rezko, Aceon and Cydev go head-to-head, all signed-up and willing to battle it out over half a dozen wonderful planets. All of these corporations have had recent specific technological breakthroughs and all of these racing locations have been fully redesigned and polished especially for this event, as well as some great new surprises in store for longtime fans. Spectators and sponsorship is at a record high this time to ensure it's to be the best CC championship in its entire history."

Chaos Circuits is a futuristic racing game currently using the Quake III Arena engine. We're focusing on very rich varieties of styles and designs, atmospheres and environments for the player to race and battle through. The gameplay is focused on high speed stunts and manoeuvres, combined with weapon attacks and battle tactics, in vicious and explosive races, to the finish line or to complete destruction. There are numerous types of play methods planned, with Championships, Orb challenge, Annihilation, Head-to-Head, Time trials and of course customisable multiplayer, LAN and online. Massive selection of crafts, weapons and racing environments, with many different themes and configurable aspects like time of day lighting and special effects weather conditions.

-----------------------
"CC-idTech3" features:-
- High-resolution textures (some up to 2048x2048 ingame)
- High-polycount models (some up to 4000 triangles max.LOD)
- Detail-mapping (optional)
- Persistant environment mapping (optional)
- Particle systems
- Custom dynamic lights
- Terrain mesh with texture-blending
...plus many more exploits never before seen in this engine...
-----------------------








======
Chaos Circuits
-----------

=====
-(Controls):-


mouse - steer/aim
W - accelerate
S - reverse
X - hard brake
A - strafe left
D - strafe right
Q - lean left
E - lean right
SPC - hover


LMB - primary (/select)
RMB - secondary (/select)
MMB - turret (/select)
MWup - next select (in mode)
MWdn - prev select (in mode)
SHIFT - deploy
CAPS - item/special
R- reload (all?/in mode?)


1 - primary select
2 - secondary select
3 - turret select
4 - deploy/item select


CAPS - toggle cameras
CTRL - toggle gui (hold)
ALT - rear camera (hold)
TAB - toggle "stats"


T - chat GUI
ESC - menu


F - headlights
K - self-destruct
L - reset-on-track


-/+ - brightness -/+
</> - music.vol -/+
.
.
.

=====
-(Vehicle Balances):-
-----------
Speed:-
----o----
Acceleration:-
----o----
Weight:-
----o----
Drift:-
----o----
.
(natural balance)


Speed> : <Accel
Accel> : <Speed
Accel> : <Weight
Weight> : <Accel
Weight> : Drift>


(balance effects)
<Weight = <Armour
Drift> = Boost>
<Drift = Accuracy>
.
.
.

=====
-(Weapons/Attacks):-


1 - primary custom (right)
2 - secondary custom (left)
3 - turret (top-center)
4 - special deployable (back)


Shotgun
Machinegun
Dual-Shotgun
Chaingun
Grenade-Launcher
Rocket-Launcher
Lightning-Rifle
Flame-Thrower
Boulder-Gun


Mine
Smoke
Goop
Obstruction
.
.
.

=====
-(Pickups):-


Flags (red/blue/yellow/green)
Orbs (orb-challenge) (spectrum)
Copper coin (1)
Bronze coin (2)
Silver coin (5)
Gold coin (10)
Platinum coin (50)


Health small
Health medium
Health large
Health mega
Armour (spectrum)
.
.
.

===
-(Items/Powerups):-


Invisibility
Invincibility
Non-Solidity
Max-Damage
Touch-Damage
Magnet-Lock
Teleport
.
.
.

====
-(Technical):-


Lightning VS water/metal
Goop physics (tensile viscoscity)
.
.
.




I hope I can explain this idea clearly enough to not have to provide diagrams, but if I just can't do it, then I suppose I will have to. Hopefully it won't be too difficult to at least get the general idea of it.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


The path system idea is a really basic aspect but executed in a very complicated manner, and should allow for some interesting results. It's based on experiece I've had with Quake mapping, where a set of brushes could be moved in complicated paths with use of connected entities, known as path_corners, so I'll refer to these entities as corners, and call the crafts entities. The difference lays in the amount of these corners, their network and random choices that the entity traveling from one corner to another will make.

These corners are set in large collections, usually where the track takes a turn. Each corner is connected to every other corner on the collection before and after, therefore an entity can move from one side of the track to the other within one section, or in other words, in between collections of corners. The more collections we have, the more a computer controlled craft will have freedom to move around. Since these corners will just be information, and not rendered, it might be possible to have great numbers of these, but I won't estimate. The more complex this path system, though, the better the results.

The path each entity takes from one corner to the other will be relatively randomised, however, if an entity is supposed to be in front and give our players a bit of a challenge, then it should be easy to program that entity to take paths to corners that lay on the inner side of the track, wherever that may be. Each corner will have a value, generic between the collections. If there are about 12 corners per collection, then number 1 would be on the inner side of the track (which, of course, is dependant on the way the track is turning, or will turn) and 12 would be outer, therefor covering more distance and consequently falling behind. A craft that is programmed to be a rival will be one that still choses its corners randomly, yet might seldomly pick with with a value higher than about 5, therefor traveling on the inner side of the track at all times.

This path system alone is not enough, however, so there has to be some kind of deviation system as well, where entities will not be able to travel directly from one corner to another for such purposes as to avoid collision, attack, is attacked or collect items and power-ups, if such are implemented. From a coding point of view, this would mean set periods where an entity will have to deviate, given the circumstance, then redraw the path from its current position to the next corner, or possibly the corner after that, if it would mean too much movement. The entities must also constantly face in the direction of the next corner, unlike Quake mapping, where the entity will stay in the same orientation while moving.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Well, I'm not a coder and this is the best I can explain it.

.
.
.