The logic used for the gamemode in plr_snowthistle.
Both carts are on a single circular track, and a team wins by catching up to and ramming their cart into the enemy team's cart, resulting in a wonderful explosion and some silly physics.
This is a modification of 14bit's original PLR Circuit Logic, so full credit there for the original logic work.
I've added a speedup system where each time a cart passes a track base, it increases in speed by 1.25x, to a cap of about 600 hu/s. I've also fixed a few bugs.
- Overtime will not start unless at least one cart has reached the first path_track.
- Warning sounds play when a cart approaches the end of the HUD.
- Rollback zones DO NOT WORK.
Good luck with your maps, and feel free to ask any questions!
Here's some signs to use with this gamemode!